unreal-gamesframework

Unreal Engine Gameplay Ability System (GAS) skill for attributes, abilities, and gameplay effects.

509 stars

Best use case

unreal-gamesframework is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Unreal Engine Gameplay Ability System (GAS) skill for attributes, abilities, and gameplay effects.

Teams using unreal-gamesframework should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unreal-gamesframework/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unreal-gamesframework/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unreal-gamesframework/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unreal-gamesframework Compares

Feature / Agentunreal-gamesframeworkStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Unreal Engine Gameplay Ability System (GAS) skill for attributes, abilities, and gameplay effects.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unreal GAS Skill

Gameplay Ability System for Unreal Engine.

## Overview

This skill provides capabilities for implementing complex gameplay systems using Unreal's Gameplay Ability System (GAS).

## Capabilities

### Abilities
- Create Gameplay Abilities
- Handle ability activation
- Manage ability costs
- Implement cooldowns

### Attributes
- Define attribute sets
- Handle attribute modifiers
- Implement derived attributes
- Manage attribute replication

### Gameplay Effects
- Create instant effects
- Implement duration effects
- Handle stacking
- Manage effect removal

### Integration
- Implement ability tasks
- Handle ability events
- Create ability tags
- Manage ability instances

## Prerequisites

- Unreal Engine 5.0+
- GameplayAbilities plugin enabled

## Usage Patterns

### Attribute Set

```cpp
UCLASS()
class UMyAttributeSet : public UAttributeSet
{
    GENERATED_BODY()

public:
    UPROPERTY(BlueprintReadOnly, ReplicatedUsing=OnRep_Health)
    FGameplayAttributeData Health;
    ATTRIBUTE_ACCESSORS(UMyAttributeSet, Health)

    UPROPERTY(BlueprintReadOnly, ReplicatedUsing=OnRep_MaxHealth)
    FGameplayAttributeData MaxHealth;
    ATTRIBUTE_ACCESSORS(UMyAttributeSet, MaxHealth)
};
```

### Gameplay Ability

```cpp
UCLASS()
class UGA_Attack : public UGameplayAbility
{
    GENERATED_BODY()

protected:
    virtual void ActivateAbility(
        const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        const FGameplayEventData* TriggerEventData) override;
};
```

## Best Practices

1. Use tags extensively
2. Keep abilities modular
3. Handle prediction properly
4. Test multiplayer thoroughly
5. Document ability interactions

## References

- [GAS Documentation](https://docs.unrealengine.com/5.0/en-US/gameplay-ability-system-for-unreal-engine/)

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