4 ms·
I've been making an arpg as a solo project for ages (https://streamable.com/b9hae https://streamable.com/b9hae) and using the GameplayAbilities plugin that come
by stonith 9y ago
I've been making an arpg as a solo project for ages (https://streamable.com/b9hae https://streamable.com/b9hae) and using the GameplayAbilities plugin that comes with the engine. I do the abilities (which tend to be heavy on delegates, so visual scripting is perfect for it), the UI, and the animation blueprints in BP, while everything else is cpp. I follow the model of creating all base classes in cpp, then having the final implementation as a data-only blueprint. This lets me rapidly change the values of things in BP in the editor when I'm fine tuning things, without having to deal with BP otherwise. So if I have a fireball spell for example, the fireball actor will have all its logic in cpp but the visuals, sounds, base damage, explosion radius etc. are all set in the editor in the bp, but the ability that lets me cast the fireball will be in pure bp.