Gameplay Ability System Fixes in 5.6

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2 GAS Issues Fixed Fast

Since Unreal Engine 5.5 GAS had some unfortunate changes that even though added new functionality also broke things.

Reading the release notes for 5.6, seems that both of these issues have been resolved.

The first one, was related to how the Ability Blocked Tags was changed. In 5.6 it’s finally fixed back to how it should have been:

The other one, is not a fix per se, but adding back functionality for your custom Ability System Components to be able to override once again functionality, as the call was removed:

Both of these fixes tells me that Epic cares about GAS and how developers use the system, as they have taken care to fix it quickly.

Animation Chooser

I have yet to try it, but it seems Epic added support for Gameplay Tag queries in the Chooser Tables.

This is bit, as Chooser not only allows the selection of animation data, but can also be used as a generic system to select options based on conditions. And one of those conditions being a Gameplay Tag Query is really powerful.

For instance, you could create a loot system like this, that enables potential random loot based on player level, type of enemy killed, or with Gameplay Tag Queries choosing based on complex world state from Quest completions.

I’m eager to try it out!

🌱 Small Indie Games Spotlight! 🌱

This game picked my curiosity during Summer Game’s Fest. I think that we need more games with “Old Computer” inspired aesthetics that allow you to navigate the internet like Hypnospace Outlaw.

As always if you have any doubt don't hesitate to contact me, see you in the future.