Gameplay Ability System
AI & gameplaySet up the Gameplay Ability System: abilities, effects, cues, attribute sets and the ability component.
What it’s for
This area creates and connects the assets behind Unreal’s Gameplay Ability System. Your assistant builds GameplayAbility, GameplayEffect, GameplayCue notify, AttributeSet and execution calculation Blueprints. Then it sets the details that make them work together: modifiers, costs, cooldowns, duration and stacking, granted tags, targeting, instancing and replication.
Use it when you are setting up GAS or adjusting it. Ask for an attribute set and its attributes, a damage or buff effect, or an ability granted to an actor’s AbilitySystemComponent. You describe the ability or effect, and your assistant creates the assets and connects them, so you skip a dozen editor panels.
This area covers the GAS assets. For the tag list and tag queries, see Gameplay tags. For match rules, movement and replication outside GAS, see Game rules and modes, Characters and movement and Replication and networking.
Things you can ask
Create an attribute set with a Health attribute
You get a new AttributeSet with the attribute and default value you asked for.
You: Make an attribute set called DroneAttributes with a Health attribute that starts at 100.
Created DroneAttributes in /Game/GAS with a Health attribute that defaults to 100.Build a timed damage effect
You get a GameplayEffect with a duration and a modifier that subtracts a value.
You: Create a GE_Poison effect that deals -5 over 8 seconds.
Created GE_Poison in /Game/GAS. It lasts 8 seconds and applies a -5 additive modifier.Create an ability and grant it to an actor
A new ability is created and granted to an actor that has an AbilitySystemComponent.
You: Make a Dash ability and grant it to BP_DroneCharacter on input 1.
Created GA_Dash in /Game/GAS and granted it to BP_DroneCharacter on input 1.