Amey Chavan
Full-Stack Software Engineer, GHD | Building my brand with games!
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Gameplay Effects from Unreal Engine can change Attributes via "Modifiers".— How can "Modifiers" affect Attributes?Modifiers specify the type of operation to be performed on specific Attribute. These modifiers take a value, called as "Magnitude", i.e. used to change the Attribute based on modifier operation (or Modifier Op). Modifier Op can be either Add, Multiply, Divide or Override.But the Magnitude itself is produced from calculations like —[1] Scalable Float:Simplest type where you can specify a hard-coded value or use a Curve Table that can scale the magnitude based on Gameplay Effect level.[2] Attribute Based:Uses another attribute's value with formula having Pre, Post & Coefficient to compute the magnitude.[3] Custom Calculation Class or Modifier Magnitude Calculations (MMC):Custom class that can use another attribute's value & also can use non-attribute variables like player's level.[4] Set by Caller:The key-value pair assigning a magnitude associated with a name or Gameplay Tag. It's useful if you want to set the modifier's magnitude based on the code logic at the time you created the Gameplay Effect or apply it.Let me know which of these Magnitude Calculation Types you've used before?If you enjoyed, please share this post with your GameDev network! 🙂#GameDevelopment #GameDev #Programming #UnrealEngine #UE5 #IndieDev #IndieGames
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Amey Chavan
Full-Stack Software Engineer, GHD | Building my brand with games!
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You can easily convert any 'Duration' or 'Infinite' Gameplay Effect to 'Periodic' Gameplay Effect by simply changing its "Period" property to some non-zero value…How's your experience with Duration Policy types of Gameplay Effects? 🙂#GameDevelopment #GameDev #Programming #UnrealEngine #UE5 #IndieDevIf you're curious about these Duration Policy types, just check here:https://lnkd.in/g5vXqA3t
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Amey Chavan
Full-Stack Software Engineer, GHD | Building my brand with games!
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Mainly there're 3 types of "Duration Policy" for Gameplay Effects in Unreal Engine.— What this "Duration Policy" is?"Duration Policy" describes the policy of duration for any Gameplay Effect & it can be either:[1] Instant:This effect applies instantly. The modifiers applied instantly in a one-off action. These are the permanent effects since they affect the Base value of an Attribute.[2] Infinite:This effect lasts forever until you manually remove them. These affect the Current value of an Attribute which can be reverted once the effect is removed.[3] Has Duration:The duration of this effect will be specified by a 'Duration Magnitude'. These effects will get removed automatically & can modify an Attribute for a period of time after which that modification is un-done. They also affect Attribute's Current value.— Periodic Gameplay Effect —These are special flavors of above Duration or Infinite effects. But the periodic changes they execute are treated like Instant effects that changes the Base value of an Attribute.Have you used any of these Gameplay Effect types before?If you enjoyed, please share this post with your GameDev network! 🙂#GameDevelopment #GameDev #Programming #UnrealEngine #UE5 #IndieDev #IndieGames
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See AlsoHow to Build an Event Booking App with Flutter and Back4App - TutorialsAmey Chavan on LinkedIn: #gamedevelopment #gamedev #programming #unrealengine #ue5 #indiedevDTF Printing for Home-Based Businesses: Getting StartedAmey Chavan on LinkedIn: #gamedevelopment #gamedev #programming #unrealengine #ue5 #indiedev… -
Yewon Jung
UI Engineer
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In my Unreal Engine project "Get Goo'd," I integrated Enhanced Input User Settings for remappable actions, enhancing gameplay accessibility and customization. Using my UI Settings Entry class, I seamlessly enabled separate remapping for gamepad and keyboard controls via KeySlots.Additionally, I also added a system to display the Keybindings in the Loading Screen. This involved setting up a system that updates keybindings and displays appropriate icons during loading, providing continuous visual feedback to the player.To achieve this, I set up the Loading Screen using a Loading Screen Subsystem and utilized the Movie Player to show the Loading Screen when transitioning between maps. This ensures that the loading screen runs on the Slate thread while the game thread is being utilized to load the level, resulting in a smooth and uninterrupted user experience. #programming #UIprogramming #unrealengine5 #commonUI #EpicGames #KeySlot #Remappable #LoadingScreen
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Inoland Studio
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🚀Unreal Engine 5 Gameplay Framework!🚀I'm excited to share my latest blog post on understanding the Unreal Engine 5 Gameplay Framework! If you're diving into game development with Unreal Engine 5, this guide is a must-read. 🎮🔗 Check out the full post here: https://lnkd.in/gP3QiPYDIn this article, I cover:🕹️ The basics of GameMode and how to customize it🎮 Understanding PlayerController and handling player input🤖 Understanding GameState and PlayerState👾 Managing Actors and Components⚙️ And much more!👉 If you find the article helpful or have any questions, feel free to leave a comment. I'm always here to help fellow developers!#UnrealEngine #GameDevelopment #UE5 #UnrealEngine5 #GameDesign #IndieDev #Programming #Inoland #InolandStudio
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Sharath Ravi
Founder & CEO at Offline Human Studios.
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#UnrealVibes🚀 Mastering C++ Pointers in Unreal Engine: A Key to Game Development Efficiency 🎮In Unreal Engine, understanding and effectively using C++ pointers can make all the difference when building scalable and efficient games.🧠 What are pointers?Simply put, pointers are variables that store memory addresses rather than the actual data itself. In Unreal Engine, they allow us to efficiently reference and manipulate Actors, Components, and other objects, which is crucial when working with complex systems.🔗 Here’s an example:AActor* Owner = GetOwner();FVector Location = Owner->GetActorLocation();Here, Owner is a pointer to an Actor, and we use it to call methods on that Actor, like retrieving its location. Instead of copying entire objects, pointers provide quick and direct access to memory, improving performance.⚡ Why are they important?In real-time environments like games, performance is everything. Pointers help us reduce memory overhead and avoid unnecessary copies, which is essential when working with large numbers of objects in dynamic environments.💡 Pro Tip: Always ensure proper memory management with pointers to avoid common issues like memory leaks and null pointer dereferences!The more you dive into Unreal Engine’s C++ side, the more you’ll appreciate the power of pointers and how they streamline game development. 💻✨#UnrealEngine #CPlusPlus #GameDev #Pointers #ProgrammingTips #GameDevelopment #UETips
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sarmad zaidi
junior unity game developer At logic rack ||c#expert ||3d game developer ||Object oriented programmer ||Simulation Games|| Firebase integration || Google Admob. || Terrain and environment Design
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"Optimize Your Unity Game's Performance with Batching!Did you know that batching can significantly improve your game's performance? Unity offers two types of batching: Static and Dynamic.*Static Batching*- Combine static objects into a single mesh- Reduce draw calls and improve performance- Ideal for non-moving objects like terrain, buildings, and scenery*Dynamic Batching*- Batch small, dynamic objects at runtime- Improve performance for objects with similar materials- Ideal for moving objects like characters, vehicles, and effectsBy using static and dynamic batching, you can:- Reduce draw calls by up to 90%- Improve frame rates and overall performance- Enhance player experienceShare your own batching experiences and tips in the comments below!#Unity #Batching #GameOptimization #Performance #GameDevelopment #Programming #UnityDeveloper #GameProgramming #SoftwareEngineering #Gaming"This post aims to:- Explain the difference between static and dynamic batching- Highlight the benefits of each type of batching- Encourage engagement through a question.
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Amey Chavan
Full-Stack Software Engineer, GHD | Building my brand with games!
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Gameplay Effects in #UnrealEngine can be configured to have stacking. Each Gameplay Effect has its own stacking behavior.Stacking of Gameplay Effects have 3 options —⤵️[1] Aggregate by Source —Each source, who caused the effect, maintains a stack count i.e. configured for 'Stack Limit Count' value. So, the limit is "per source".[2] Aggregate by Target —Each target, who affected by the effect, maintains a stack count i.e. configured for 'Stack Limit Count' value. So, the limit is "per target".[3] None —No stacking. Multiple applications of same Gameplay Effect will be treated as separate instances.Have you used any of these Gameplay Effect Stacking options...?Also please share this with other GameDevs! :-)#GameDevelopment #GameDev #Programming #UnrealEngine #UE5 #IndieDev
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Yewon Jung
UI Engineer
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In my previous post, I showcased how I created the𝐒𝐞𝐭𝐭𝐢𝐧𝐠𝐬 𝐒𝐜𝐫𝐞𝐞𝐧 using Unreal Engine for the "Get Goo'd". In this post, I will be demonstrating how I created the 𝐒𝐞𝐭𝐭𝐢𝐧𝐠𝐬𝐔𝐈𝐄𝐧𝐭𝐫𝐲. This entry is instanced within 𝐒𝐞𝐭𝐭𝐢𝐧𝐠𝐬𝐂𝐚𝐭𝐞𝐠𝐨𝐫𝐲𝐃𝐚𝐭𝐚, allowing for the creation of multiple instances of 𝐒𝐞𝐭𝐭𝐢𝐧𝐠𝐬𝐔𝐈𝐄𝐧𝐭𝐫𝐲.The 𝐒𝐞𝐭𝐭𝐢𝐧𝐠𝐬𝐔𝐈𝐄𝐧𝐭𝐫𝐲supports various functionalities, including getting and setting float values, text options, boolean entries, key bindings, and integer values. For instance, I utilized float values to implement sliders, enabling precise adjustments for settings like volume and brightness.Additionally, I added a field for 𝐔𝐒𝐞𝐭𝐭𝐢𝐧𝐠𝐬𝐋𝐢𝐬𝐭𝐄𝐧𝐭𝐫𝐲, which enables dynamic changes to the visual representation of the settings entry, allowing it to switch between carousel, toggle, dropdown, and slider options.#programming #UIprogramming #unrealengine5 #commonUI #SettingsListEntry #EpicGames
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Yashvardhan singh
Game Developer || 3D Design-Animation || Unity || C# || C++
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🕹️ #Devlog Update 2: Snake Co-op Game 🐍✨ Latest Features:1️⃣ Player Movement Precision:-Achieved responsive control with arrow keys (up, down, left, right).-Smooth, dynamic navigation for an immersive gaming experience.2️⃣ Screen Wrapping Implementation:-Enabled seamless movement across edges for a boundary-free game environment.-Enhances gameplay by eliminating spatial constraints.3️⃣ Pause Menu Integration:-Introduced a user-friendly pause menu.-Allows players to halt and resume the game seamlessly.4️⃣ Dynamic Snake Growth:-Implemented growth mechanics upon food consumption.-Witness the snake's progression as it expands in size.🚀 Stay tuned for more technical updates as I refine and optimize gameplay mechanics.🔧🎮 #gamedev #indiedev #unity2d #programming #gamedesign
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Amey Chavan
Full-Stack Software Engineer, GHD | Building my brand with games!
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Previously I wrote about how Gameplay Tags can be created within Unreal Editor (link in comments). But you can create Native Gameplay Tags from C++ as well!— There're two options at C++ side & what're they?(A Technical Overview)Before you define tags, it's required to define a custom class based on 'UAssetManager' & overload 'StartInitialLoading()' method so that it can actually trigger loading all native tags.Then you can either —[1] Create a struct in C++ to declare & define tags by using 'AddNativeGameplayTag()' method from 'UGameplayTagsManager' class, something like this:UGameplayTagsManager::Get().AddNativeGameplayTag( FName("Attributes.Primary.Intelligence"), FString("Increases magical damage"));[2] Use new macros to declare & define tags without requiring 'UGameplayTagsManager'. These macros are:(i) UE_DECLARE_GAMEPLAY_TAG_EXTERN —To Declare the Gameplay Tag in header file (.h).(ii) UE_DEFINE_GAMEPLAY_TAG(TAG_Attributes_Primary_Intelligence —Define & expose the Gameplay Tag to other modules & code (including Blueprints).(iii) UE_DEFINE_GAMEPLAY_TAG_STATIC —Defines & locks the Gameplay Tag to this implementation file. It'll not be available anywhere else except the file where it's declared.I think the second new way with macros is much better compared to others.— Read more at —https://lnkd.in/gTp7D24KWhat do you think? How do you prefer to create Gameplay Tags in your projects...!?Please re-share this post with your network & follow me, Amey, for more. 🙂 #GameDevelopment #GameDev #Programming #UnrealEngine #UE5 #UE #UEStudy
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