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Running Ability

The biggest difference I've found moving from Unity to Unreal are the frameworks. Unity provides a very nice game engine, whereas Unreal has the Gameplay Framework, Gameplay Ability System, and now Lyra on top of the core engine.

I created a game feature plugin, which works inside Lyra using its framework and the new enhanced input system. I started with a run ability, which is implemented as a gameplay ability and uses a custom movement component. Its built with new attributes for both stamina and stamina modifiers (damage/regen), which follows Lyra's example by sending damage or healing effects rather than modifying an attribute directly. This is done through custom Gameplay Effect Executions.

Stamina drains while running and slowly regenerates over time. Regen is paused if you start running again.