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UE5 Damage Calculation System | Burn, Chill Resistance & Elemental Weapons (GAS Deep Dive) | EP 81

Learn how to build a flexible damage system with resistances, buffs, and debuffs using Unreal Engine's Gameplay Ability System (GAS).

In this tutorial, we extend our existing GAS damage system by introducing elemental resistances (Burn, Poison, Chill) and calculating damage dynamically using Execution Calculations. You'll also learn how to create buffs and debuffs, apply periodic gameplay effects, and use gameplay tags to detect damage types.

By the end of the video, you'll know how to create advanced combat mechanics such as burning weapons, anti-burn buffs, and stacked gameplay effects — all powered by GAS.

This is part of an Unreal Engine Gameplay Ability System tutorial series focused on building scalable RPG-style combat systems.

🧠 What you'll learn

✅ Creating Resistance Attribute Sets
✅ Calculating damage with resistances
✅ Using Execution Calculations in GAS
✅ Identifying gameplay effects using Gameplay Tags
✅ Creating Buffs & Debuffs
✅ Implementing Periodic Damage Effects
✅ Combining Physical + Elemental Damage
✅ Debugging Gameplay Effects

🎮 Example features built in this video

✔ Burn Damage Over Time
✔ Anti-Burn Buff
✔ Multiple Buff/Debuff stacking
✔ Burning Sword weapon effect
✔ Damage scaling based on resistance

This episode is essential.

This is advanced GAS system design — production-level architecture.

🔔Assets used in series are available for FREE on Discord🔔
🚀 Discord - https://discord.gg/rxypDw9xHF

If you want to support me
🌳Patreon https://www.patreon.com/UnrealShinobi
🌳Ko-Fi https://ko-fi.com/unrealshinobi

📌 Missed the Previous Episode? Watch the Full Playlist Here:

👉 Master Unreal Series - https://youtube.com/playlist?list=PL25BRJmUKoa9C7BnoSZ0l10-rB6csGElY&si=_ZGKEXoW0QApk8kj

👉 Master Level Design Series - https://youtube.com/playlist?list=PL25BRJmUKoa_OhRfx1i-P3J5fc3U1SsBL&si=0-xdQIQphXJ7p1T9

⏱️ Chapter Breakdown - Will be uploaded soon
0:00 – Introduction
0:16 – Recap: Our Gameplay Ability System Damage Setup
1:20 – Creating a Resistance Attribute Set
2:10 – Adding Burn, Poison & Chill Resistances
4:00 – Calculating Damage Using Resistance Values
7:30 – Granting the Resistance Attribute Set to the Ability System
8:20 – Viewer Question: Implementing Burn Gameplay Effect
9:30 – Understanding the Damage Calculation Function
12:01 – Using Gameplay Tags to Identify Effects in GAS
13:00 – Detecting the Damage Type from Gameplay Effects
14:35 – Accessing Other Attributes in Execution Calculations
23:20 – Finalizing the Damage Calculation Logic
26:50 – Creating an Anti-Burn Buff
28:10 – Using Effect Periods for Buffs & Debuffs
28:50 – Adding a Debug UI for Gameplay Effects
32:40 – Demo: Burn Debuff & Healing Buff
33:05 – Demo: Buffs & Debuffs Working Together
33:35 – Demo: Multiple Buffs & Debuffs in Action
33:50 – Creating a Burning Sword Damage Effect
34:10 – Combining Physical Damage with Burn Damage
36:05 – Demo: Burning Sword Gameplay Effect
36:20 – Demo: Burn Debuff + Burning Sword Combo
36:35 – What’s Next in the GAS Series

Видео UE5 Damage Calculation System | Burn, Chill Resistance & Elemental Weapons (GAS Deep Dive) | EP 81 канала Unreal Shinobi
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