Quod Soler — Learn Unreal Engine Gameplay Programming
Unreal Engine gameplay programming tutorials by a Lead Gameplay Programmer at Hexworks. Learn GAS, combat design, motion warping, procedural generation, and more.
GAS has no input buffering built in, so let's build it: gameplay events, a try-then-buffer component, a gate tag, two anim notify windows and a drain function that re-samples the stick at consume time.
When a Modifier Magnitude Calculation is enough, when you need an Execution Calculation, how attribute capture and bSnapshot actually work, and a damage pipeline built end to end.
How to implement dodge invulnerability frames with the Gameplay Ability System: an anim notify state that applies an infinite gameplay effect, a Combat.State.Intangible tag the damage pipeline checks, and a gameplay event that gives you perfect dodges almost for free.
How I author melee hitboxes in my Quod Combat Framework: socket-to-socket capsules like Dark Souls, rank and group IDs that make sweetspots pure data, damage windows on the montage timeline, and multi-hit policies.
GAS is Unreal Engine's framework for abilities, stats and effects. Its six pieces, one attack traced through them, and three rules that prevent most bugs.
GiveAbilityAndActivateOnce grants a GAS ability, activates it once, and removes the spec by itself, even for latent abilities. When to use it, the rules, and a full knockdown example.
How to create a simple Unreal Engine Save System using Blueprint in 10 minutes. You will learn that it's quite simple to create a Save Object in Unreal Engine and how to set its values and finally save it to disk.
Learn how to use Motion Warping in UE5 with Blueprints. Set up warp targets, configure animation notifies, and create smooth character movement for attacks and traversal.
Hard references vs soft references in Unreal Engine explained. Learn when to use each type, how they affect memory and load times, and best practices for your UE5 project.
Learn how to use Data Tables in Unreal Engine 5 to store and manage game data. Step-by-step guide covering setup, row structs, and querying data at runtime.
Create procedural levels in UE5 using dynamic level instances and ULevelStreamingDynamic. Full guide with Blueprint and C++ examples for runtime level generation.
How to push Unreal Engine 5 past 1000 FPS, even on an integrated GPU, by turning off Lumen and Nanite, switching to the Mobile or DX11 Forward renderer, and leaning on lightmaps. Includes the trade-offs.
A short list of Unreal Engine courses on Udemy worth your time, including Stephen Ulibarri's GAS RPG course, sorted by Blueprint, C++ and Gameplay Abilities.
The Ability Tasks I reach for most in Unreal's Gameplay Ability System (GAS): Wait Delay, Wait for Attribute Change, Play Montage and Wait, and more, with what each one is for.
The article discusses GAS Ability Instancing Policy, essential for managing game abilities. It explains three policies: Non Instanced, Instanced Per Actor, and Instanced Per Execution. Non Instanced uses a single object for all abilities, limiting state storage and requiring completion in one flow. Instanced Per Actor allows state storage by creating a unique instance per actor, offering…
Could Palworld's launch have been predicted from its Steam wishlists and followers? A look at the numbers behind the launch, and why the real success came after it. Useful for indie developers.
Storing state in Gameplay Tags makes it easier to store state and create interesting gameplay. At the same time it allows to create data inside the editor without the need to write extra lines of code.
In this article you will learn how to create a Poison Gameplay Effect and how to craft an Antidote to counter that poison. The tutorial uses Unreal Engine 5.3 but provides info on how to do this in other Unreal versions as well.
Component Visualizers are a set of tools in Unreal Engine 5 that enable game developers to visualize and interact with specific components within their game world. These tools are designed to help developers better understand the behavior of their components, debug any issues, and create more polished and optimized gaming experiences.
Animating complex character interactions is hard. In Shadow of War there are a lot of takedowns and finishers that require characters to be in sync while delivering satisfying motion. I will explain the pipeline they use.
Horizon Zero Dawn shipped to acclaim. But two years before launch, testers called it 'BEYOND DISAPPOINTING'. Here is what Eric Boltjes of Guerrilla Games says makes game design a hard job.
Fallout 4 uses modular kits to create its levels. Modular techniques can be used to create complex levels with lower effort. There are different ways to make modular kits stand out and break their monotony.