GCC (2.6)
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  • Configuration
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    • ModularGameplayActors
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    • Gameplay Effects
    • Artificial Intelligence
    • GameplayTasks
    • Animation
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  • GCCAnimInstance
  • Properties
  • How Does It Work
  1. API

Animation

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Last updated 1 year ago

GCCAnimInstance

Gameplay Tag Blueprint Property Mapping is a special structure in GAS that can be used in Blueprints to "bind" specific properties. It watches an ASC for tag changes and automatically updates properties on another class.

Properties

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FGameplayTagPropertyMapping

The idea is simply that you can set a GameplayTag somewhere and then map it to a variable and then when you access the variable in your anim blueprint, it will match the tag.

How Does It Work

  1. Create an animation blueprint class with the parent of CommonAnimInstance.

  2. Now, fill what gameplay tag you want to bind to a specific variable inside your anim bp.

Example:

Now, you should be good to go to manipulate the behaviour of that said variable to suit your need.

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Open your animbp class default and you should see GameplayTags->GameplayTagPropertyMap->PropertiesMappings

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