Welcome back.
So we're ready to start creating some classes that belong to the gameplay ability system framework.
Now that means we have to enable gameplay ability system as it's a plugin in Unreal Engine, so we have
to enable that plugin first and foremost.
We do so by going to edit and plugins and search for gameplay abilities and we check the checkbox for
gameplay abilities.
Now we have to restart the editor, so we'll restart now and with that gameplay abilities are enabled
and we can start making classes in the gameplay ability system plugin.
Now we know we want an ability system component and an attribute set.
So we're going to create those and that means we'll go to C plus plus classes or a public and I'd like
to right click and make a new C plus plus class here.
Now I have to choose all classes and search for ability system component.
And here we have one now clicking next.
I'd like my ability system component and my attribute set to be in their own folder.
So I'm going to make a new folder here called Ability System and this ability system component.
I would like to be the base class for all ability system components in my project.
And because my project is called Aura, I'm going to use Aura as a prefix.
So many times when you look at code for a large project, you usually have some kind of prefix that
goes before most of your classes that represents sort of the dev team or maybe the project name or something
like that.
For example, if I were creating a shipped game with my company Druid Mechanics, I might have DM here.
So it might be called DM ability system component, but this project is called Aura, so I'm going to
be using Aura as a prefix.
As you've seen already, we have aura player controller or a player state.
Now we're going to have aura ability system component.
So let's go ahead and create this class.
Now, before I close the editor, I'm also going to create the attribute set.
So I'm going to right click new C plus plus class and I'll search for attribute, set and choose attribute
set.
I'm also going to place this in ability system, and I'm going to call this aura attribute, set and
click Create Class.
Now I'm going to go ahead and close out of the editor and wait for writer to update.
And now after collapsing some of these folders to keep this nice and neat, I'm going to expand Ability
system to see aura attribute set and aura ability system component.
I'm going to go ahead and open or attribute set.
Here's what it looks like and we see that our attribute set is based on the class you attribute set.
Let's look at our ability system component.
We see that it is based on you ability system component.
So this is looking great.
So now we have these classes and we can go ahead and wrap up the video.
But before we do so, we're going to want to include some modules that we'll be using in our code for
our gameplay ability system project.
So we're going to go into Aura dot, build CSS so we can add some modules here.
Now we can add these to the private dependency module names.
We're going to add a few things here.
One of the modules we need is gameplay abilities.
There are some classes that exist in that module that we'll need.
Another that we'll need is gameplay tags.
We'll add that as well because we're going to be creating and learning about gameplay tags.
And finally another module that we'll need is gameplay tasks.
And we won't really need that until we start making some tasks of our own.
But it's best that we add these modules now so that we don't have to worry about it later.
So we'll go ahead and add those here and we'll save all and close out of the build file.
And now we have our ability system component class and our attribute set class.
And now we're ready to give these to our character by adding it to the player state.
And we'll learn how that works.
And we also would like to give these to our enemy class.
So we'll do those things next and we'll learn the significance of what it means to add these to these
various classes.
So great job and I will see you soon.