Welcome back.
Now, in this video, you have a quest.
You're going to make your native gameplay tags.
We've already made armor, but I'd like you to make native gameplay tags for all attributes.
Now, this includes some that already exist.
We have our vital attributes.
Max Health and Max Mana are going to need to be removed first, then make them native tags in the secondary
attributes subcategory and then make sure that things are all fixed and put back together in blueprint.
So pause the video and make your native gameplay tags now.
Okay, so I'm back in the editor.
I'm going to go into Project Settings.
Now here are my attributes.
I have secondary armor that's native in C plus plus, and we now have vital with health and mana.
Now I'd like to make max health and max Mana native gameplay tags in the secondary category.
So what I'm going to do is click the dropdown and select delete.
Now we've deleted Max Health.
We can go back to Attributes Vital and delete Max Mana as well.
I'm going to go ahead and delete those and close the editor.
I'm going to save selected.
Now let's go into our config file and open default gameplay tags.
Notice that health and mana are there, but max health and max mana are gone.
So just reminding you of the relationship here, this is where they're actually stored and that is where
we can see that change.
Okay, so let's add some secondary attributes and before we do all of the secondary attributes, I'm
going to first add Max Health and Max Mana.
So I'm going to make an gameplay tag.
Attributes underscore, secondary underscore max health, and I'll copy and paste this and make a max
mana as well.
And with that it's now time to add the rest of our attributes.
So really this is going to be repetitive, but let's go through it together.
After armor we have armor penetration.
After that, I have blockchains.
After block chants, there's critical hit chance.
Then after that critical hit, damage and critical hit resistance.
After that, there's health regeneration.
And we have mana regeneration and then we have max health and Max Mana.
We can put those at the bottom right here.
So that's our secondary attributes.
But what about primary?
We want those as well, so we'll make gameplay tag attributes, underscore primary underscore strength.
I'll copy this line and paste it.
Replacing strength with intelligence.
We'll paste again, this time with resilience.
Any typos made here just means that the typo exists in the native gameplay tag variable in c plus plus
after strength we have vigor.
And now we can actually tell the gameplay tag manager to make these.
So let's do that and or a gameplay tag.
We can do that with this line here.
I'm going to go ahead and actually put each of the input parameters to the function call on their own
line here so we can see more easily the name of the tag and the description.
So that's attributes secondary armor.
Let's start at the top, though, with primary.
So the first one will be gameplay tags, attributes primary strength.
And we're calling add native gameplay tag.
And we do have to be careful here.
This is just as error prone as making a data table.
So it's going to be attributes primary strength.
Any typos made in this name here would then result in the typo being in the actual gameplay tag itself.
So for strength we're going to just say increases physical damage.
Let's copy this whole thing and we'll do the other primary attributes.
We'll have attributes, primary intelligence.
We'll change the name to, say, intelligence.
And this will say increases magical damage.
After intelligence.
We have resilience.
So we have attributes, primary resilience.
And this will say increases armour and armour penetration.
Let's go ahead and make our last primary attribute.
That's going to be vigor.
We'll change the name to vigor and this will just be increases health.
So there's our four primary attributes.
Cool.
Let's get our secondary attributes and this will be pretty repetitive.
So I'm going to go ahead and time lapse this process.
Okay, so it looks like I've added all the tags for my attributes.
I'm going to go ahead and do a multi-line comment here that just says primary attributes.
And I'll have another multi-line comment where the secondary attributes begin right here.
We'll say secondary attributes.
And there we have it.
So now we can go ahead and compile and launch the editor.
And with the editor open we can go to project settings, gameplay tags and here are the attributes.
Now we can hover over them and we see native for all of them.
Primary.
We got the four primary attributes and secondary.
There's all the secondary attributes right there and these are actually usable in blueprint as well.
We can even go into a blueprint.
Let's go into Potion for example, BP Health Potion and we can right click, we can do make gameplay
tag.
Let's do make gameplay tag container from tag and here for single tag.
If we open this, all of those attributes are options.
Here in blueprint, I'm going to go ahead and delete that.
I'm also thinking I'm done with these.
I'm going to go ahead and delete those and save and close the health potion.
So now we have native gameplay tags.
We know how to create them in C plus plus and we can also access them from within C plus plus.
We're doing that in aura ability system component here by just calling the F aura gameplay tag static
function get and from that we can access those gameplay tags.
In fact, we could even just call get and access the gameplay tag from it directly like that.
And that's great.
So now that we're done with this debug string, I'll go ahead and remove it.
I don't want to remove this line here where we're binding effect applied to this delegate that we still
want.
I'm just removing that debug message and now we have our gameplay tags.
That's the next step, that's the next piece of this puzzle.
And now we're ready to continue fleshing out our attribute menu.
And this is a great milestone.
So excellent job and I'll see you in the next video.