![]() Looking back at 2018, we had our own action filters system for separating players’ actions and defining execution rules for them, and we were generally happy with it. Nowadays, there’s more information on GAS out there, but we wanted to walk you through some of the research we did when there wasn’t a lot of documentation and support for the system early on. ![]() Nevertheless, it still could help developers who may be familiar with GAS and have used it in their projects. This post is not a manual but details our experience. This tech blog will cover some of the technologies we are using to develop our title and will primarily focus on how we’re leveraging Unreal’s Gameplay Ability System (GAS) to alter our development process. Hello, my name is Andrey Dyakov, and I’m the CTO of Mundfish, the developer behind the upcoming game Atomic Heart.
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