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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.

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Building Souls-Style Input Buffering on Top of GAS

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.

MMCs and Executions in GAS: Count the Outputs, Not the Inputs

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.

Dodge i-Frames with GAS: Anim Notify Windows and Perfect Dodges

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.

Hitbox Rank and Group: Sweetspots Without Scripting

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.

Introduction to GAS: The Six Pieces of Unreal's Gameplay Ability System

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: One-Shot Abilities Without the Cleanup

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 Build a Save System in Unreal Engine 5 (Blueprint Only, 10-Minute Setup)

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.

Gameplay Effect Components in UE5: Setup, Duration, and Stacking Explained

Gameplay Effect Components in Unreal Engine 5: what the built-in components do, plus how Duration Policy and stacking actually work.

How to Use Motion Warping in Unreal Engine 5 (Blueprint Guide)

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: When to Use Each

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.

How to Use Data Tables in Unreal Engine 5: A Complete Guide

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.

How to Create Procedural Levels with Level Instances in UE5

Create procedural levels in UE5 using dynamic level instances and ULevelStreamingDynamic. Full guide with Blueprint and C++ examples for runtime level generation.

How to Increase Unreal Engine Performance and FPS

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.

Best Udemy Unreal Engine Courses: Blueprint, C++ and Gameplay Abilities

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.

How to Fix Crashes in Unreal Engine 5 Games on Intel i7-13700K and i9-13900K Series

Some intel CPUs crash when under high load in new Unreal Engine 5 games. In this post you will learn how to fix these issues.

Unreal GAS Ability Tasks: PlayMontageAndWait, WaitDelay and 8 More

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.

Learning about Ability Instancing Policy in GAS

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…

Top Games Like The Exit 8 for Observation Horror Fans

The Exit 8 is an Unreal Engine game that puts a twist on the "find the differences" horror genre. Here are five games like The Exit 8 to play next.

Palworld Launch Analysis: A Deep Dive into Follower and Wishlist Impact on Game Success

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.

I created a Steam Game in 60 hours using Blueprint. Here is what I learned.

I created a steam game in 60 hours using Blueprints and Unreal Engine 5.

Customize your Unreal Class Icons

Use your own icons to customize how Unreal Engine classes look and feel.

Best Unreal Engine Plugins to speed up your Development Time

A list of Unreal Engine plugins that save development time, from small workflow helpers to full systems you would otherwise build yourself.

10 Games Made With Unreal Engine 5

Ten games built with Unreal Engine 5, from Lords of the Fallen to TEKKEN 8, and what the engine brings to each.

How to create Attribute Sets using Unreal Gameplay Ability System

Gameplay Ability System Documentation on how to create Attribute Sets to hold your character stats

Making Sense of Gameplay Effect Durations

Learn about the different duration policies of Gameplay Effects from the Unreal Gameplay Ability System.

Using Gameplay Tags to store Game State

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.

How to create an Unreal Engine Plugin: A Step-By-Step Guide with Examples

A step-by-step guide to building your own Unreal Engine plugin: setting up the module, picking a loading phase, and where your code goes.

Crafting Dynamic Poison & Antidote Mechanics with Unreal Engine 5.3 Modular Gameplay Effects

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.

Mastering IK Retargeting: How to Efficiently Share Animations in Unreal Engine

Learn how to use the IK Retargeting system in Unreal to share animations between characters.

Unreal Engine Component Visualizers: Unleashing the Power of Editor Debug Visualization

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.

Intro to Unreal Procedural Content Generation Framework

Learn the basics of the new Unreal 5.2 way to create procedural content in a visual scripted way

Unreal Gameplay Ability System Documentation and GAS Resources

Epic's Gameplay Ability System documentation is thin. Here are the GAS docs, guides, talks and sample projects I point people to when they get stuck.

Complex Character Interactions in Shadow of War

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.

How Game Designers need to validate their ideas

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.

Prototyping in Horizon Zero Dawn

Horizon Zero Dawn started with a small team. Here is how they prototyped and iterated their way to the game's mechanics.

The Modular Level Design of Fallout 4

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.