
GAS Companion v6.2.1 (5.7) provides a robust, flexible foundation for developing Gameplay Ability System (GAS)-based projects in Unreal Engine without requiring C++ knowledge. Designed as a general-purpose template, it enables both Blueprint and C++ developers to work efficiently with GAS. The plugin includes essential C++ setup, helpers, and features to accelerate project creation and implementation, making it ideal for new projects adopting Epic’s GAS (used in Fortnite and Paragon) or for existing projects considering GAS integration.
Key features include:
– Blueprint-friendly interface: Non-C++ developers can implement abilities directly using Blueprints. C++-based components such as Gameplay Attributes can be managed via a custom C++ generation wizard for AttributeSet.
– Modular Gameplay and Game Features support (5.0 / 4.27 only)
– Enhanced Input Integration (5.0 / 4.27 only)
– Plugin-based structure for easy code sharing across projects
– Flexible AttributeSet/Attributes framework: Generate custom attributes via an editor-driven AttributeSet Wizard
– Ability Queue System with a debug widget
– Ignore Ability Cost feature for loosely validating ability costs
– Melee Combo System for defining melee abilities with combo capabilities
– Data-driven Gameplay Ability and Effect definitions accessible via File Menu
– Straightforward UI framework with HUD UserWidget that responds to GAS events (including GameplayTags, GameplayEffects, CooldownStart/End)
– Default AttributeSet setup with commonly used attributes (Health, Stamina, Mana)
– ASC (Ability System Component) on PlayerState (for player characters) or on Pawns (for AI/NPC characters)
– AI Tasks: Activate abilities by Tags or Class from Behavior Trees
The plugin is not game-specific and avoids making assumptions about game design, offering a generic and adaptable solution suitable for any type of game. It also supports custom extension through component-based architecture, with core helpers for ability activation, tag checks, and lifecycle events such as OnAbilityActivated, OnAttributeChange, OnDamage, OnDeath, OnGameplayTagChange, OnGameplayEffectStackChange, and OnCooldownStart/End.