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Creating a Gameplay Ability System Inspired by G.A.S in Blueprints | Unreal Engine 5.4 | Episode 3

2.5K views· 88 likes· 79:43· Apr 9, 2025

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“Creating a Gameplay Ability System Inspired by G.A.S in Blueprints | Unreal Engine 5.4 | Episode 3” 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 implement the functionality for our last primary component in our ability system, our attribute manager component. We implement the ability to initialize our attributes, edit them instantly and over time, and the handling of auto-regeneration as necessary. 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=2Ogfd-BD3O4&list=PL0zWv7YMgzd7tJtO0rmX6QEhU4lcwAadp&pp=gAQB 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 creativekitcontent@gmail.com

About This Video

In this Episode 3 of my G.A.S-inspired Blueprint Gameplay Ability System series for Unreal Engine 5.4, I focus on the missing piece we’re going to need before we can properly tie into my interaction + inventory work: an actual attribute manager. I realized we’re getting to the point where equipping items and consuming stuff needs real attributes—health, stamina, and the rules around how those values change—so I wanted to get this in place now, then migrate it over later and have it “ready to go.” I start by cleaning up a couple redundancies (like granted ability tags living in the wrong place) and splitting debug toggles so you’re not spamming your screen with everything at once. Then I implement attribute initialization from a map of gameplay tags to attribute data, including an initialization method that decides whether current starts at min/base/max. From there I build a generic TryEditAttribute path with a helper to perform the add/subtract/multiply/divide operation, clamp to min/max, and then broadcast status via event dispatchers (updated, maxed, depleted) so other systems can bind cleanly. Finally, I set up editing attributes over time using timers, timer-handle maps per attribute tag, and proper cancellation when an attribute hits min/max. This is also where auto-regeneration starts to come online, so stamina-style regen behavior becomes straightforward once edits stop.

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