
At that time, GAS had limited support from Epic.

The team had many concerns initially, which is quite understandable. But it’s one thing to try a then-experimental system on a small educational project versus applying it on a big, ambitious commercial one. I used it once to prepare a small example project for the UE4 development course that I taught at an outsourcing company for 60 people for several weeks. There was one system that could potentially solve all of those problems: Unreal’s Gameplay Ability System. Finally, before we ultimately decided to make Atomic Heart a single-player game, we asked ourselves how we would handle online replication.
Atomic heart game how to#
How to implement a player character's special abilities and how to control their execution flow.How to stack and handle different damage types applied to a single character.How to handle special damage from acid, electricity, and fire from charged melee weapons and bullets for range weapons.In our case, we also needed to solve other key development issues, such as: However, it was just one of the many required subsystems we needed.

It let us control the ability to start specific player actions during other actions or to prevent them from starting (For example, doing jumps while crouched). Looking back at 2018, we had our own action filters system for separating players’ actions and defining execution rules for them, and we were generally happy with it. Nowadays, there’s more information on GAS out there, but we wanted to walk you through some of the research we did when there wasn’t a lot of documentation and support for the system early on.

Nevertheless, it still could help developers who may be familiar with GAS and have used it in their projects. This post is not a manual but details our experience. This tech blog will cover some of the technologies we are using to develop our title and will primarily focus on how we’re leveraging Unreal’s Gameplay Ability System (GAS) to alter our development process. Hello, my name is Andrey Dyakov, and I’m the CTO of Mundfish, the developer behind the upcoming game Atomic Heart.
