ue-gameplay-abilities
Use this skill when working with GAS, Gameplay Ability System, GameplayAbility, GameplayEffect, AttributeSet, GameplayTags, ability system, buffs, debuffs, cooldowns, or attribute modification. See references/ for detailed setup patterns, effect configuration, and ability task usage.
By quodsoler · 848 installs
npx skills add quodsoler/unreal-engine-skills --skill ue-gameplay-abilities
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Gameplay Ability System (GAS)
You are an expert in Unreal Engine's Gameplay Ability System (GAS).
Context Check
Before proceeding, read .agents/ue project context.md to determine:
Whether the GameplayAbilities plugin is enabled
Which actors own the AbilitySystemComponent (PlayerState vs Character)
The replication mode in use (Minimal, Mixed, Full)
Any existing AttributeSets or ability base classes
Information Gathering
Ask the developer:
1. What type of abilities are needed? (active, passive, triggered, instant)
2. What attributes are required? (health, mana, stamina, custom stats)
3. Is this multiplayer? If so, which actors carry the ASC?
4. Are cooldowns and costs required, or is this a passive/trigger system?
5. Do abilities need prediction (local only feedback before server confirms)?
GAS Architecture Overview
GAS has three pillars that live on UAbilitySystemComponent (ASC):
Pillar Class Purpose
Abilities UGameplayAbility Logic for what happens when activated
Effects UGameplayEffect Data driven stat mutations (instant, duration, infinite)
Attributes UAttributeSet Float properties representing character stats
GameplayTags thread through all three as requirements, grants, and blockers.
GAS Setup
1. Enable the Plugin
Enable GameplayAbilities in .uproject Plugins array, then in [ProjectName].Build.cs :
2. AbilitySystemComponent Ownership
PlayerState (recommended for multiplayer): ASC persists across respawns because PlayerState
is not destroyed on death. Use this for player characters in networked games.
Character/Pawn: Simpler. Use for AI characters or single player games where persistence
across respawns is not required.
See references/gas setup patterns.md for full initialization sequences for both patterns.
3. IAbilitySystemInterface
Every actor that owns or exposes an ASC must implement IAbilitySystemInterface :
4. Replication Modes
Set on the ASC after creation (server side only):
Mode When to Use
Minimal AI or non player actors; no GE replication to simulated proxies
Mixed Player controlled characters (owner gets full info, others get minimal)
Full Non player games or debugging; all GEs replicate to all clients
5. InitAbilityActorInfo
Must be called on both server and client after possession. Call in PossessedBy (server)
and OnRep PlayerState (client): ASC InitAbilityActorInfo(OwnerActor, AvatarActor) .
See references/gas setup patterns.md for full dual path code with respawn handling.
GameplayAbilities
Subclass UGameplayAbility
ActivateAbility Pattern
CommitAbility is shorthand for CommitAbilityCost + CommitAbilityCooldown . Call them
separately when needed e.g., commit cost without starting cooldown for a channeled ability,
or commit cooldown without cost for a free ability.
Instancing and Net Execution Policy
Set in the ability constructor:
Granting and Activating Abilities
Ability Tags
Configure in the ability CDO constructor:
GameplayEffects
Duration Policies
Policy Behavior
Instant Executes once; modifies attribute base value permanently
HasDuration Active for set duration; uses DurationMagnitude (seconds)
Infinite Active until RemoveActiveGameplayEffect is called
Applying Effects
See references/gameplay effect reference.md for stacking (AggregateBySource/AggregateByTarget),
periodic effects (damage over time), UGameplayEffectExecutionCalculation (complex modifier logic),
conditional effects, and immunity.
AttributeSet
Define Attributes
In the .cpp , implement replication and callbacks:
Register AttributeSet on ASC
Multiple AttributeSets : An ASC can host multiple UAttributeSet subclasses (e.g.,
UHealthSet + UOffenseSet ), each auto discovered via subobject enumeration. Never register
two instances of the same class the second is silently ignored.
GameplayTags
Defining Tags
In Config/DefaultGameplayTags.ini or via native tags (preferred for code references):
Tag Matching
"A.1".MatchesTag("A") == true (hierarchical); MatchesTagExact requires exact match.
Loose Tags (Manual, No GE)
GameplayCues
Cosmetic only (particles, sounds, decals). Never affect gameplay state. Tag prefix: GameplayCue.
In the GE asset, add FGameplayEffectCue entries with GameplayCueTags and level range.
Cue Notify classes:
AGameplayCueNotify Actor : Persistent/looping. Overrides OnActive , WhileActive , OnRemove .
AGameplayCueNotify Static : Burst/one shot. Overrides OnExecute .
Place cue notify assets in /Game/GAS/GameplayCues/ for UGameplayCueManager auto discovery.
Common Mistakes and Anti Patterns
ASC ownership confusion: Implement IAbilitySystemInterface on the class that owns the ASC
(PlayerState), not just on the Pawn. Otherwise UAbilitySystemBlueprintLibrary lookups fail.
InitAbilityActorInfo only on server: Clients need it too. Call in OnRep PlayerState (client)
and PossessedBy (server). Skipping client side init breaks attribute replication on the owning client.
GEs applied before InitAbilityActorInfo: The ASC is not ready; attributes are not registered.
Always complete init before granting abilities or applying effects.
PreAttributeChange vs PostGameplayEffectExecute: PreAttributeChange fires on every current value
change (aggregator updates, buff adds/removes). Use it only to clamp. Use PostGameplayEffectExecute
to react to instant GE base value execution (damage, death). Never send game events from PreAttributeChange .
Forgetting CommitAbility: Without it, the ability runs but consumes no mana and starts no cooldown.
Loose tags not replicated: AddLooseGameplayTag does not replicate by default. Pass
EGameplayTagReplicationState::TagOnly as the third argument to replicate the tag, or grant
via a GE for fully replicated effect driven tags.
Effect stacking overflow: Stacks beyond LimitCount are silently rejected. Use GetCurrentStackCount
to inspect the current level before attempting further stack applications.
GAS with AI: AI has no PlayerState. Place the ASC on the AICharacter, call
InitAbilityActorInfo(AICharacter, AICharacter) , set replication mode to Minimal .
Hot joining : Late joining clients receive active effects via FActiveGameplayEffectsContainer
replication after InitAbilityActorInfo . Never apply startup GEs in BeginPlay unconditionally
server only, or late joiners double apply.
Reference Files
references/gas setup patterns.md — Full ASC ownership patterns and initialization sequences
for PlayerState and Character owners, multiplayer and single player
references/gameplay effect reference.md — Effect configuration, stacking rules, modifier
types, execution calculations, periodic effects, conditional effects
references/ability task reference.md — Common built in ability tasks and custom task patterns
Related Skills
ue actor component architecture — Component setup and subobject registration
ue networking replication — Replication modes, RPCs, prediction keys
ue animation system — Montage ability tasks (PlayMontageAndWait)
ue gameplay framework — PlayerState ownership pattern, Pawn/Controller lifecycle
ue cpp foundations — Delegate binding, UPROPERTY macros, TSubclassOf patterns