I'm learning @UnrealEngine's Gameplay Ability System and staring at the blank canvas of possibilities is giving me flashbacks to being new to Unreal and having no clue where code should go.

It seems super powerful but I have no idea if my architecture is a terrible idea.

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Do I split up attributes into multiple sets?

How many Ability System Components should I have across the project?

Do I still set up gameplay data in BPs, and then set Attribute values on launch, or is there a way to avoid duplicate code?

GameplayTag organization is also 🤯

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