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

7.5K views· 289 likes· 87:57· Mar 23, 2025

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Welcome to the first episode of an exciting new series I’m starting that covers how I would go about conceptualizing and implementing 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 go over and implement the initial data structure and foundation of our Ability/Action system. Although you should be able to follow this series as a beginner, it is intended for more intermediate/advanced users. **If you run into any problems, check for a pinned comment with any corrections. Best way to get help trouble-shooting is joining the CreativeKit discord server** Ultra Modular Inventory and Interaction System Playlist: https://shorturl.at/VV9xj G.A.S-Inspired Blueprint Ability System Playlist: https://shorturl.at/ewaHo https://www.patreon.com/yourcreativekit 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 00:07:00 Folder Structure 00:11:00 Data Structure 00:34:23 Blueprint Function Library 00:37:52 Ability Base 00:46:53 Ability System Components 00:58:43 Activate Ability Function

About This Video

In this first episode of my new series, I’m starting a completely stand-alone, G.A.S-inspired Blueprint Ability System in Unreal Engine 5.4. I explain why I don’t like the “just add a couple booleans and checks” approach for sprint/jump/shoot-type actions—because as soon as you scale to 20–30 abilities it gets messy and monolithic fast. Instead, I’m building a framework where I can define when/where abilities can run using data, and let the system work out the rules: what’s blocked, what needs to cancel, and what tags/conditions need to be true. From there I lay down the foundation: folder structure, core data structs, and the philosophy of “abilities are just data.” The behavior itself lives in reusable Ability Behavior Objects (like a generic Play Montage behavior), while the data table decides which montage, tags, costs, cooldowns, and combo chains get used for each ability. I also set up the component architecture (Ability Manager + Attribute Manager + Gameplay Tag Manager) so any entity in the game can use the same system, and I start a Blueprint Function Library to fetch ability definitions by gameplay tag. The big takeaway: keep behaviors generic, keep ability specifics in data, and your system stays scalable.

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