I’ve been waiting for a chance to play around with the Gameplay Ability System (GAS) that ships with Unreal for quite some time. The official documentation defines GAS as:
[…] a highly flexible framework for building the types of abilities and attributes that you might find in an RPG or MOBA title. You can build actions or passive abilities for the characters in your games […]
The system packs a lot of
GAS is also battle-tested, having being used in most of the recent games by Epic, including Fortnite. I’m planning to use GAS to drive most of the gameplay in The Bug Squad.
If it’s true that software is only as good as its documentation, then one would be up for a disappointment with GAS: official documentation is lacking at best. Luckily, there are several learning resources maintained by the community:
- Using the Gameplay Ability System: Unreal Fest Europe 2019 talk that provides a good high level intro to the system.
- GAS Documentation: the definitive guide to GAS. It explains all the concepts, and then some.
- GAS Shooter: companion project to the above. Implements a shooter game using GAS.
- Let’s make an MMO in UE4: long video series where GAS is used to create a MMO.
- thegames.dev: a blog that offers advanced tips and tricks related to GAS.
- GAS Content: a list of additional resources.
- Lyra: UE5 example project by Epic. Perhaps too complex for what it’s accomplishing, but a good learning resource nonetheless.
- ActionRPG: older GAS example project released by Epic. Unfortunately it doesn’t support networking.
The system is complex and will take a lot of time to learn, but over the weekend I managed to at least get the basics going.