Over winter break, a friend and I decided to work on a small prototype. My goal for this project was to learn how to implement and use the Gameplay Ability System in C++ in Unreal Engine 5.
When a player walks into the fire, it uses a Gameplay Effect over time to damage the player over time and creates the on-fire effect on the player using a Gameplay Cue.
The shield adds a tag to the player removing a pre-existing fire effect and preventing them from catching fire for a short duration.
This basic attack was created by making a Gameplay Ability that instantly spawns an instance of the fireball blueprint fireball. 
It uses the Enhanced Input System and is on a short cooldown for rapid attacks that follow the mouse cursor. The cooldown and damage both use Gameplay Effects.
The tornado Gameplay Ability spawns a placement reticle to determine where the tornado will initially place. 
Once the confirmation command is sent by left clicking, the tornado moves in a line away from the player. The initial explosion on the player is a Gameplay Cue.

You may also like

Back to Top