/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
$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-gameplay-abilities --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/ue-gameplay-abilities
Context preview
The summary Claude sees to decide when to auto-load this skill.
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
SKILL.md
ue-gameplay-abilities.SKILL.mdname: ue-gameplay-abilities
description: "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."
metadata:
version: 1.0.0
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`:
PublicDependencyModuleNames.AddRange(new string[]
{
"GameplayAbilities", "GameplayTags", "GameplayTasks"
});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`:
#include "AbilitySystemInterface.h"
UCLASS()
class AMyCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override
{ return AbilitySystemComponent; }
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "GAS")
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
};4. Replication Modes
Set on the ASC after creation (server-side only):
// In BeginPlay or PossessedBy on the server:
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
| 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
#include "Abilities/GameplayAbility.h"
UCLASS()
class UMyFireballAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UMyFireballAbility();
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData) override;
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateEndAbility, bool bWasCancelled) override;
// Ability Tasks — async building blocks for latent abilities:
// UAbilityTask_WaitTargetData — waits for targeting (crosshair/AoE confirm)
// UAbilityTask_WaitGameplayEvent — waits for a GameplayEvent tag (e.g., anim notify)
// UAbilityTask_WaitDelay — simple timer
// UAbilityTask_PlayMontageAndWait — montage with callbacks (see ue-animation-system)
// See references/ability-task-reference.md for full list and custom task pattern.
// CancelAbility — called by CancelAbilitiesWithTag or ASC->CancelAbility(Handle)
// Internally calls EndAbility with bWasCancelled=true. Override to add cleanup:
virtual void CancelAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateCancelAbility) override;
// Custom activation guard — return false to block activation beyond tag checks
virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo, /*...*/) const override;
// Must call Super first. Add custom checks (resource availability, cooldown state).
protected:
UPROPERTY(EditDefaultsOnly, Category = "GAS")
TSubclassOf<UGameplayEffect> DamageEffect;
};ActivateAbility Pattern
void UMyFireballAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TRead more
name: ue-gameplay-abilities description: "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." metadata: version: 1.0.0
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`:
PublicDependencyModuleNames.AddRange(new string[]
{
"GameplayAbilities", "GameplayTags", "GameplayTasks"
});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`:
#include "AbilitySystemInterface.h"
UCLASS()
class AMyCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override
{ return AbilitySystemComponent; }
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "GAS")
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
};4. Replication Modes
Set on the ASC after creation (server-side only):
// In BeginPlay or PossessedBy on the server: AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
| 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
#include "Abilities/GameplayAbility.h"
UCLASS()
class UMyFireballAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UMyFireballAbility();
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData) override;
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateEndAbility, bool bWasCancelled) override;
// Ability Tasks — async building blocks for latent abilities:
// UAbilityTask_WaitTargetData — waits for targeting (crosshair/AoE confirm)
// UAbilityTask_WaitGameplayEvent — waits for a GameplayEvent tag (e.g., anim notify)
// UAbilityTask_WaitDelay — simple timer
// UAbilityTask_PlayMontageAndWait — montage with callbacks (see ue-animation-system)
// See references/ability-task-reference.md for full list and custom task pattern.
// CancelAbility — called by CancelAbilitiesWithTag or ASC->CancelAbility(Handle)
// Internally calls EndAbility with bWasCancelled=true. Override to add cleanup:
virtual void CancelAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateCancelAbility) override;
// Custom activation guard — return false to block activation beyond tag checks
virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo, /*...*/) const override;
// Must call Super first. Add custom checks (resource availability, cooldown state).
protected:
UPROPERTY(EditDefaultsOnly, Category = "GAS")
TSubclassOf<UGameplayEffect> DamageEffect;
};ActivateAbility Pattern
void UMyFireballAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TA collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.
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