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npx skills add maystudios/claude-skills --skill unreal-gas
Expert guide for Unreal Engine 5.x Gameplay Ability System (GAS) C++ development. Covers AbilitySystemComponent, GameplayAbilities, GameplayEffects, Attributes/AttributeSets, GameplayTags, GameplayCues, AbilityTasks, prediction/replication, and common patterns. Use when the user asks about GAS, gameplay abilities, gameplay effects, attribute sets, ability system component, gameplay tags in the context of GAS, gameplay cues, ability tasks, or any UAbilitySystemComponent / UGameplayAbility / UGameplayEffect / UAttributeSet related C++ code. Also triggers for questions about ability prediction, ability replication, combo systems using GAS, cooldowns, costs, stacking, or damage/healing pipelines built on GAS.
npx skills add maystudios/claude-skills --skill unreal-gas
These are the authoritative sources. Reference them for up-to-date API details, as GAS evolves across engine versions:
The community docs by tranek are the most comprehensive single resource for GAS. They cover advanced topics (prediction internals, optimization, replication modes, pitfalls) that Epic's official docs do not. Always check them for edge cases and production patterns.
The Lyra Sample Project is Epic's recommended working reference implementation for GAS.
Build.cs:
UAbilitySystemGlobals::Get().InitGlobalData() in your AssetManager or GameInstance. UE 5.3+ does this automatically.See references/core-classes.md for the full class reference, setup patterns, and C++ code snippets.
System overview:
Key relationships:
GameplayCue.* tagsSee references/effects-and-attributes.md for detailed GE patterns, modifier math, stacking, cooldowns, and attribute handling.
Duration types:
Modifier aggregation: ((Base + Additive) * Multiplicative) / Division
1 + Sum(Mods - 1) -- two +50% multipliers = +100%, not +125%Four activation methods: explicit handle, GameplayEvent, GameplayEffect tags, Input codes.
Instancing policies:
InstancedPerActor -- recommended default; one instance reused per actorInstancedPerExecution -- new instance each activation; simplest but heaviestNonInstanced -- uses CDO; best performance, C++ only, no state/delegates/RPCsSee references/networking.md for replication modes, prediction details, and multiplayer patterns.
Net Execution Policies: LocalPredicted, LocalOnly, ServerOnly, ServerInitiated.
Key rules:
See references/patterns-and-pitfalls.md for implementation recipes and known issues.
Critical pitfalls:
PreAttributeChange clamping does NOT permanently change modifiers -- clamp BaseValue in PostGameplayEffectExecute insteadServer Respects Remote Ability Cancellation causes more trouble than it's worth -- disable itReplication Policy on GameplayAbility is misleadingly named -- do not use itNetUpdateFrequency defaults too low -- increase it or enable Adaptive Network Update FrequencyPlayMontageAndWait AbilityTask, not direct PlayMontage, for replication