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Gameplay Ability System

Blueprint AI authors the full Gameplay Ability System surface — ability, effect and cue Blueprints, attribute sets, and the gameplay-tag registry they depend on.

Tags come first — abilities and effects reference them, so register them before wiring.

Register the gameplay tags Ability.Dash, Ability.Attack.Melee, and State.Stunned Register a transient (session-only) tag Debug.GodMode

Create a Gameplay Ability called GA_Dash in /Game/Abilities Set GA_Dash’s AbilityTags to Ability.Dash and its ActivationBlockedTags to State.Stunned Set GA_Dash’s instancing policy to InstancedPerActor and net execution policy to LocalPredicted Describe the gameplay ability GA_Dash

Create a Gameplay Effect called GE_DashCost in /Game/Abilities Make GE_DashCost an instant effect that subtracts 25 from the Stamina attribute on MyAttributeSet Create GE_Burning as a duration effect lasting 5 seconds with a 1-second period Set GE_Burning’s GrantedTags to State.Burning

Create an Attribute Set called PlayerAttributeSet in /Game/Abilities Add Health, MaxHealth, Stamina, and MoveSpeed attributes to PlayerAttributeSet Describe the attribute set PlayerAttributeSet

Create a Gameplay Cue Notify (actor) called GC_DashTrail in /Game/Abilities Set its cue tag to GameplayCue.Ability.Dash