MPMarko Petrićinmarko-ue.hashnode.dev·Jul 5 · 6 min readCapturing Attributes in Execution CalculationsNote: If you're new to execution calculations, I'd recommend starting with my previous post which covers them in detail, then coming back here. What is attribute capturing and why would you use it At00
MPMarko Petrićinmarko-ue.hashnode.dev·Jun 7 · 14 min readCustom Gameplay Effect ContextWhy would you make a custom gameplay effect context If you followed my damage pipeline post, you passed in FGameplayEffectContext through your ExecCalc. This post covers how to extend it with your own00
MPMarko Petrićinmarko-ue.hashnode.dev·May 24 · 3 min readGAS Input Tags: Ability Activation Without Hardcoded BindingsWhat are input tags in GAS and why you should use them Input tags are one way of activating gameplay abilities in GAS. They allow you to easily tie any gameplay ability's activation input to a specifi00
MPMarko Petrićinmarko-ue.hashnode.dev·May 10 · 7 min readHow to Deal Damage in Unreal's GAS: Meta Attribute and Execution Calculation PatternWhat are meta attributes and how to use them Most commonly, and in this example, a meta attribute will be used for damage. Meta attributes are placeholder attributes that act as intermediaries on whic00
MPMarko Petrićinmarko-ue.hashnode.dev·Apr 30 · 5 min readNative Gameplay Tags in GASWhat are gameplay tags and why should you use them Gameplay tags are essentially FName wrappers, meaning they have a small upfront cost when first created but are very cheap to access and compare afte10