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Native Gameplay Tags in GAS

DEV Community·Marko Petrić·23 days ago
#V6IcsLyO
#include#pragma#in#tags#gameplay#native
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What 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 after that. Gameplay tags are used as a clean way to handle things like character and actor state, input and ability activation, damage types and resistances, and communication between systems. GAS also has built-in tag requirements for gameplay abilities. Essentially, wherever you'd traditionally use booleans or enums, gameplay tags are generally the better choice when working with GAS. What are native gameplay tags and why should you use them Native gameplay tags are tags created in C++, rather than in the editor. The main reasons for creating native gameplay tags rather than using editor ones is for type safety (autocomplete, no typo risk), which makes native ones safer, faster and easier to access through code. Note: Any gameplay tag changes made in blueprint reflect to C++ code and vice versa.…

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