G.A.S.Ability Data Asset
Last modified: 01 October 2024The custom Ability System Component provided by the framework can be initialized using Ability Data Asset, which includes Attribute Sets, Gameplay Effects, Gameplay Abilities and Gameplay Tags.
You can set this Data Asset in two ways:
Directly to the Ninja GAS Ability System Component, setting it in the component's Details Tab.
Implementing the AbilitySystemDefaultsInterface, set in an Avatar.
Ability System Defaults Interface
This interface offers flexibility to separate the Ability Data from the Ability System Component. This can be useful in a scenario where the ASC stays in the Player State but multiple Characters can be used, with their own Abilities.
The base Character classes implement this interface and expose a property for the Data Asset. If left empty, is will be safely ignored, but when provided, it takes priority over any Data Asset directly set in the ASC.
tip
Implementing the Interface
This interface follows the same convention as the Ability System Interface and cannot be implemented in Blueprint, so it must be added to classes using C++.