Closed braheem closed 1 year ago
Thanks very much for the feedback!
That path should probably be set to /XistGame/GameplayCues
so that it's contained in the plugin rather than in the Lyra-owned directory.
I'll need to do a little work to get that into the documentation since it's kind of a new section in that tutorial flow. Will work on it!
Done!
Added https://x157.github.io/UE5/LyraStarterGame/Setup/GameFeatureData-AddGameplayCuePath
Linked it into the new project setup process, right after configuring Asset Manager.
Thanks again! 👍
thanks for adding this, just an fyi that the path in the screenshot I posted actually gets autogenerated when you add the action Add Gameplay Cue Path
, it's a relative path for the gamefeature plugin directory where the XistGame.uasset
file is located. Not sure if setting it to /XistGame/GameplayCues will cause any issues.
Reopened this. I will test the setting today as I'm finally working with some Gameplay Cues. If it works I'll close it again. If not, I'll update the docs with the fix.
Not sure if you added something for this already.
When working on a gameplay ability, it's likely someone will want to add VFX/sound to their gameplay ability and they will probably use a GameplayCue. Copying what epic did in shootercore for gameplaycues is simple enough, but there is one step that might be very useful for you to include in your guides to help others who might run into this problem.
Assuming you have gameplaycues stored in![Cue](https://user-images.githubusercontent.com/4989986/182027208-ee3675fd-6d4e-42eb-8f0d-c216395c620c.PNG)
XistGame Content/GameplayCues
, you'll want to add an entry inActions
forXistGame.uasset
:My gameplaycue worked fine for a while until it didn't and this was the step I added to fix it. ShooterCore has this as well in
ShooterCore.uasset
.If this is not done, blueprints will simply ignore any nodes executing gameplaycues and nothing will be written to the log (atleast in my experience).