Unreal Engine #12 - Sword Trail FX, Auto Equip Items and Potion Ability with Gameplay Ability System

Published: 01 January 1970
on channel: Unreal4Pro
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Hi everyone, in continuation of our C++ series, I've made this video explaining how I did create the trail FX for simple sword attacks, how to Auto Equip Items once picked up if no item of the same kind is already equipped and how to create and make usage of potions using the already built-on Unreal Engine Gameplay Ability System.

In this video you'll see:
1) How to set up trails for your montages
2) How to auto equip an item once they're picked up if no item of the same kind is already equipped.
3) How to create the Niagara FX for the Health Regeneration
4) How to create the Gameplay Cue for the Potion Ability
5) How to Create the Gameplay FX that will call the Gameplay Cue and actually cause the attribute changes into our character for the Potion Ability
6) How to create, bind to an input, and give to the main character the potion ability that will call the Potion Gameplay FX
7) How to bind into an animation notify into our drinking potion Animation Montage to only trigger our FX at a certain point of the animation
8) How to add conditionals into our Custom Gameplay Ability so it doesn't trigger if the player doesn't have enough and active potions into the inventory component

Previous video about the Gameplay Ability System (Deep Dive into the basics):
   • Unreal Engine #03 - Gameplay Ability ...  


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