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unity-gameplay-ability-system's Issues

Ability Tags not working

Hello! I started using this framework couple days ago. Seems good so far. But it seems like Cancel Abilities with Tags, Block Abilities with Tags and Activation Owned Tags doesn't work. Should i implement logic for them myself? If so how would i do that?

Could it be better to use MonoBehaviour prefab for ability/gameplay effect?

Really great repo! I've learnt UE4 GAS for some time, after searching online for a similar solution in Unity, now I'm already using it to make my toy game. And it's definitely helping hah. So sad Unity just never had an official usable gameplay framework.

Still I'm wondering, that In Unreal, Effect/Ability is blueprint, which means it can be inherited to reduce duplicating works.
I'm not sure why ScriptableObject is used in our case, but if we use MonoBehaviour as base class for Effect/Ability, we could at least do some "inheritance"(quoted because we can't override any method, but only data inheritance) using Unity prefab variant system.

Of course MonoBehaviour has some overheads. But we can keep it on disk and only gets data from it, without instantiating it.

Looking forward to seeing continuation of this project!

Is your feature request related to a problem? Please describe.
Yes! The problem is that everybody loves it and hopes it get done!

Describe the solution you'd like
Obvious.

Describe alternatives you've considered
Author gives detailed description of the blueprint within his mind, for example documents, graphs.
Also, gives description of issues encountered, and if any, main worries about why this project could be difficult.

Additional context
Come back please!

Would this support network multiplayer like in UE4?

Is your feature request related to a problem? Please describe.
It's just lots of the use cases including MMO, MOBA and RTS are heavily networked. So it would be super helpful if we support that.

Describe the solution you'd like
Just like the unreal GAS:
1.network replicated
2.client prediction
3.sync points

Describe alternatives you've considered

Additional context
Since author knows very well about UE4, this should be somewhat self-explanatory...

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