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Creating a Blueprint Gameplay Ability System Inspired by G.A.S in Unreal Engine 5.4 | Episode 2

2.2K views· 83 likes· 67:55· Mar 28, 2025

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“Creating a Blueprint Gameplay Ability System Inspired by G.A.S in Unreal Engine 5.4 | Episode 2” Welcome to the second episode of an exciting new series covering a G.A.S-inspired Blueprint Gameplay Ability System in Unreal Engine 5.4. Although this system is completely stand alone, if you are following along with my interaction and inventory system tutorial series, many of the practices in this series will be familiar. This series serves as a branching off point from our interaction and inventory system series. Once the initial setup is complete we will be able to migrate this system over to that system and tie the two systems together to handle our equipping and using of items. In this episode we continue where we left off last episode implementing ability system events, deactivating, canceling and queueing abilities. We also fill out the functionality in our gameplay tag manager component. *Look for pinned comment explaining any bugs possibly found after video’s publish date. The best way to get further help is in the CreativeKit Discord!* Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/VV9xj G.A.S-Inspired Blueprint Ability System Playlist: https://www.youtube.com/watch?v=z49Jdl3P_hQ&list=PL0zWv7YMgzd7tJtO0rmX6QEhU4lcwAadp You can download the project files for all my tutorial series at my Patreon: https://www.patreon.com/yourcreativekit?utm_campaign=creatorshare_creator Join our Discord community: https://discord.gg/kcCcCYa4Cg One-Time Donations: https://cash.app/$yourcreativekit For business inquiries feel free to message me on Discord or email me at asiahmillertime@gmail.com 00:00:00 Overview 00:01:35 Gameplay Tag Manager Component 00:15:21 Ability Deactivation 00:20:03 Cancel Ability 00:24:15 Ability Events 00:36:57 Anim Instance 00:40:25 Jump Ability 00:48:48 Ability Queue 00:59:31 Sprint Ability 01:02:36 Cancel Ability Fix

About This Video

In Episode 2 of my G.A.S-inspired Blueprint Gameplay Ability System series for Unreal Engine 5.4, I pick up right where we left off—now that activation is working and we’ve already debugged the “try to activate while one is active” blocking behavior. This time I focus on the parts that make the system feel like a real framework: deactivating abilities, canceling abilities, and handling queueing so input doesn’t just get eaten when something is blocked. A big chunk of this episode is me filling out the Gameplay Tag Manager Component. I’m not just adding/removing tags—I’m stacking tags with quantities using a Map (tag → stack count), because gameplay tags don’t natively track quantity. That’s huge for status effects, damage states, or anything where you want multiple instances of the same tag. From there I wire tag changes into ability activation/deactivation (activation grants/removes, deactivation grants/removes), and I also show how I keep things clean by making helper functions private. Then I build out an ability event pipeline: I can broadcast events by gameplay tag (like OnLanded), subscribe abilities to only the events they care about, and debug the whole thing with prints so you can actually see what’s happening. Finally, I move Jump into the system, use OnLanded to deactivate it, and demonstrate how that unlocks clean interactions with other abilities like Sprint.

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