UE Gameplay Ability System
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
GAS ships as the GameplayAbilities plugin (Engine/Plugins/Runtime/GameplayAbilities), which is production-ready, not Experimental. Enable it in the .uproject, then add "GameplayAbilities", "GameplayTags" and "GameplayTasks" to PublicDependencyModuleNames in your module's Build.cs. This skill covers UAbilitySystemComponent, UGameplayAbility, UGameplayEffect, UAttributeSet, UAbilityTask and Gameplay Cues.
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
| Request is about… | Go to |
|---|---|
| Where the ASC lives, init order, respawn, replication mode | ASC Ownership and Initialization |
| Writing an ability, activation, cost, cooldown, policies | Gameplay Abilities |
| Waiting on montages, events, targeting, timers, tag queries | Ability Tasks |
| Damage, buffs, stacking, executions, immunity, GE components | Gameplay Effects |
| Health/mana floats, clamping, attribute replication | Attribute Sets |
| Tags that block, grant or cancel abilities; loose tags | Tags in GAS |
| Particles, sounds, hit impacts, cue notify classes | Gameplay Cues |
| Cue scan paths, global curve tables, project config | Project Settings |
GAS Architecture
| Pillar | Class | Header | Purpose |
|---|---|---|---|
| Component | UAbilitySystemComponent |
AbilitySystemComponent.h |
Owns abilities, effects, attributes, tags |
| Abilities | UGameplayAbility |
Abilities/GameplayAbility.h |
What happens when activated |
| Effects | UGameplayEffect |
GameplayEffect.h |
Data-driven attribute mutation |
| Attributes | UAttributeSet |
AttributeSet.h |
Replicated FGameplayAttributeData stats |
| Tasks | UAbilityTask |
Abilities/Tasks/AbilityTask.h |
Latent steps inside an ability |
Gameplay tags thread through all of them as requirements, grants and blockers.
ASC Ownership and Initialization
| Owner | When | Notes |
|---|---|---|
APlayerState |
Networked player characters | ASC survives pawn death; use Mixed replication |
APawn / ACharacter |
AI, single-player | Simplest; use Minimal for AI, Full if a pawn-owned ASC needs full data on all clients |
Every actor that owns or exposes an ASC implements IAbilitySystemInterface:
// MyCharacter.h
#pragma once
#include "GameFramework/Character.h"
#include "AbilitySystemInterface.h"
#include "MyCharacter.generated.h"
class UAbilitySystemComponent;
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AMyCharacter();
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "GAS")
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
};// MyCharacter.cpp
#include "MyCharacter.h"
#include "AbilitySystemComponent.h"
AMyCharacter::AMyCharacter()
{
AbilitySystemComponent = CreateDefaultSubobject<UAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
}
UAbilitySystemComponent* AMyCharacter::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}InitAbilityActorInfo(OwnerActor, AvatarActor) must run on both server and client. For a pawn-owned ASC that is BeginPlay with (this, this). For a PlayerState-owned ASC it is PossessedBy on the server and OnRep_PlayerState on the client, with (PlayerState, Character). Full dual-path code, respawn handling and the AI variant are in gas-setup-patterns.md.
EGameplayEffectReplicationMode |
Effect on simulated proxies |
|---|---|
Minimal |
No GE replication; minimal tag/cue data only. AI and non-player actors |
Mixed |
Full GEs to the owning connection, minimal to everyone else. Player characters |
Full |
Every GE replicates to every client |
Mixed sends full GE data to the connection that owns the ASC's owner actor (GameplayEffect.cpp:5240), so it works for a PlayerState-owned ASC and for a pawn-owned ASC once a PlayerController possesses the pawn. Choosing Full over Mixed is a bandwidth decision, not a correctness one. Minimal does not work for player-owned ASCs (AbilitySystemComponent.h:83). See ue-networking-replication for what each mode costs on the wire.
Gameplay Abilities
// MyFireballAbility.h
#pragma once
#include "Abilities/GameplayAbility.h"
#include "MyFireballAbility.generated.h"
class UGameplayEffect;
UCLASS()
class MYGAME_API UMyFireballAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UMyFireballAbility();
virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayTagContainer* SourceTags = nullptr,
const FGameplayTagContainer* TargetTags = nullptr,
OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override;
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData) override;
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateEndAbility, bool bWasCancelled) override;
virtual void CancelAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateCancelAbility) override;
protected:
UPROPERTY(EditDefaultsOnly, Category = "GAS")
TSubclassOf<UGameplayEffect> DamageEffect;
};Constructor sets the policies and the ability's own tags:
// MyFireballAbility.cpp
#include "MyFireballAbility.h"
#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystemComponent.h"
UMyFireballAbility::UMyFireballAbility()
{
InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor;
NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted;
NetSecurityPolicy = EGameplayAbilityNetSecurityPolicy::ClientOrServer;
FGameplayTagContainer Tags;
Tags.AddTag(FGameplayTag::RequestGameplayTag(TEXT("Ability.Skill.Fireball")));
SetAssetTags(Tags);
ActivationOwnedTags.AddTag(FGameplayTag::RequestGameplayTag(TEXT("Ability.Active.Casting")));
ActivationBlockedTags.AddTag(FGameplayTag::RequestGameplayTag(TEXT("State.Stunned")));
CancelAbilitiesWithTag.AddTag(FGameplayTag::RequestGameplayTag(TEXT("Ability.Active.Melee")));
}SetAssetTags is constructor-only; read them back with GetAssetTags().
| Enum | Values | Use |
|---|---|---|
EGameplayAbilityInstancingPolicy |
InstancedPerActor, InstancedPerExecution |
InstancedPerActor is the default choice; per-execution when several copies may run at once |
EGameplayAbilityNetExecutionPolicy |
LocalPredicted, LocalOnly, ServerInitiated, ServerOnly |
LocalPredicted for responsive player abilities |
EGameplayAbilityNetSecurityPolicy |
ClientOrServer, ServerOnlyExecution, ServerOnlyTermination, ServerOnly |
Rejects client requests the server should own |
void UMyFireballAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData)
{
Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
// CommitAbility applies cost and cooldown; it fails if either cannot be paid.
if (!CommitAbility(Handle, ActorInfo, ActivationInfo))
{
EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
return;
}
const FGameplayEffectSpecHandle Spec =
MakeOutgoingGameplayEffectSpec(DamageEffect, GetAbilityLevel());
const FGameplayAbilityTargetDataHandle TargetData =
UAbilitySystemBlueprintLibrary::AbilityTargetDataFromActor(ActorInfo->AvatarActor.Get());
ApplyGameplayEffectSpecToTarget(Handle, ActorInfo, ActivationInfo, Spec, TargetData);
EndAbility(Handle, ActorInfo, ActivationInfo, true, false);
}Split the commit when the two halves must happen at different times: CommitAbilityCost(Handle, ActorInfo, ActivationInfo) and CommitAbilityCooldown(Handle, ActorInfo, ActivationInfo, ForceCooldown) — note the cooldown overload takes the extra const bool ForceCooldown.
Inside an instanced ability, GetAbilitySystemComponentFromActorInfo_Ensured() returns the ASC and logs an ensure instead of crashing when actor info is not set up.
Granting and activating, from the server:
const FGameplayAbilitySpecHandle Handle =
ASC->GiveAbility(FGameplayAbilitySpec(UMyFireballAbility::StaticClass(), 1));
ASC->TryActivateAbility(Handle);
ASC->TryActivateAbilityByClass(UMyFireballAbility::StaticClass());
ASC->TryActivateAbilitiesByTag(
FGameplayTagContainer(FGameplayTag::RequestGameplayTag(TEXT("Ability.Skill.Fireball"))));
ASC->ClearAbility(Handle);Ability Tasks
Ability tasks make an ability span frames. The pattern is always: static factory → bind delegates → ReadyForActivation() (inherited from UGameplayTask). Task delegates are dynamic, so each handler needs UFUNCTION():
// In the ability's header:
UFUNCTION()
void HandleMontageCompleted();
UFUNCTION()
void HandleMontageInterrupted();#include "Abilities/Tasks/AbilityTask_PlayMontageAndWait.h"
UAbilityTask_PlayMontageAndWait* Task =
UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(
this, NAME_None, AttackMontage, 1.f);
Task->OnCompleted.AddDynamic(this, &UMyFireballAbility::HandleMontageCompleted);
Task->OnInterrupted.AddDynamic(this, &UMyFireballAbility::HandleMontageInterrupted);
Task->ReadyForActivation();| Task | Waits for |
|---|---|
UAbilityTask_PlayMontageAndWait |
An UAnimMontage to finish, blend out, interrupt or cancel |
UAbilityTask_PlayAnimAndWait |
A raw UAnimSequence played into a slot, for linked anim layers |
UAbilityTask_WaitGameplayEvent |
A gameplay event tag sent to the ASC (anim notify, hit registration) |
UAbilityTask_WaitDelay |
A fixed number of seconds |
UAbilityTask_WaitTargetData |
An AGameplayAbilityTargetActor to confirm targets |
UAbilityTask_WaitAttributeChange / ...ChangeThreshold |
An attribute to change or cross a comparison |
UAbilityTask_WaitGameplayTagQuery |
An FGameplayTagQuery over the target's tags to become true or false |
UAbilityTask_WaitGameplayTagCountChanged |
The count of one tag on the ASC to change |
UAbilityTask_WaitGameplayEffectApplied_Self / _Target |
A GE matching tag requirements (or an FGameplayTagQuery via the _Query factories) |
Full factory signatures, delegate names, the custom-task template and the task pitfalls are in ability-task-reference.md.
Gameplay Effects
EGameplayEffectDurationType |
Behaviour |
|---|---|
Instant |
Executes once against the base value; fires PostGameplayEffectExecute |
HasDuration |
Aggregates onto the current value for DurationMagnitude seconds |
Infinite |
Aggregates until removed explicitly |
const FGameplayEffectContextHandle Ctx = ASC->MakeEffectContext();
const FGameplayEffectSpecHandle Spec =
ASC->MakeOutgoingSpec(UMyDamageEffect::StaticClass(), Level, Ctx);
Spec.Data->SetSetByCallerMagnitude(
FGameplayTag::RequestGameplayTag(TEXT("SetByCaller.Damage")), 75.f);
ASC->ApplyGameplayEffectSpecToSelf(*Spec.Data.Get());
ASC->ApplyGameplayEffectSpecToTarget(*Spec.Data.Get(), TargetASC);
ASC->RemoveActiveGameplayEffect(ActiveHandle);
ASC->RemoveActiveGameplayEffectBySourceEffect(UMyDamageEffect::StaticClass(), nullptr);Modifier ops live in EGameplayModOp (a namespaced enum, so values are TEnumAsByte<EGameplayModOp::Type>). The aggregation equation is
((BaseValue + AddBase) * MultiplyAdditive / DivideAdditive * MultiplyCompound) + AddFinal.
| Value | Meaning |
|---|---|
AddBase |
Added to the base before anything else |
MultiplyAdditive |
Multipliers summed, then multiplied against the running result |
DivideAdditive |
Divisors summed, then divided against the running result |
MultiplyCompound |
Multiplied into the running result, compounding with other compounds |
AddFinal |
Added after all multiplication |
Override |
Replaces the computed value |
Behaviour that used to be monolithic properties on UGameplayEffect now lives in UGameplayEffectComponent subclasses under GameplayEffectComponents/. Stacking, magnitude calculations, UGameplayEffectExecutionCalculation, periodic effects, immunity, queries, lifecycle delegates and the full component list are in gameplay-effect-reference.md.
Attribute Sets
// MyHealthSet.h
#pragma once
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "MyHealthSet.generated.h"
UCLASS()
class MYGAME_API UMyHealthSet : public UAttributeSet
{
GENERATED_BODY()
public:
UMyHealthSet();
virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
virtual void PostGameplayEffectExecute(const struct FGameplayEffectModCallbackData& Data) override;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Health")
FGameplayAttributeData Health;
ATTRIBUTE_ACCESSORS_BASIC(UMyHealthSet, Health)
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Health")
FGameplayAttributeData MaxHealth;
ATTRIBUTE_ACCESSORS_BASIC(UMyHealthSet, MaxHealth)
protected:
UFUNCTION()
void OnRep_Health(const FGameplayAttributeData& OldHealth);
UFUNCTION()
void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth);
};ATTRIBUTE_ACCESSORS_BASIC generates GetHealthAttribute(), GetHealth(), SetHealth() and InitHealth(). Projects that want extra accessors define their own macro chaining GAMEPLAYATTRIBUTE_PROPERTY_GETTER, GAMEPLAYATTRIBUTE_VALUE_GETTER, GAMEPLAYATTRIBUTE_VALUE_SETTER and GAMEPLAYATTRIBUTE_VALUE_INITTER.
Each OnRep_ body is one GAMEPLAYATTRIBUTE_REPNOTIFY(UMyHealthSet, Health, OldHealth) call, and every attribute needs a DOREPLIFETIME_CONDITION_NOTIFY(UMyHealthSet, Health, COND_None, REPNOTIFY_Always) line. The full .cpp with clamping is in gas-setup-patterns.md.
| Hook | Fires | Use for |
|---|---|---|
PreAttributeChange |
Every current-value recompute | Clamping the current value only |
PreAttributeBaseChange |
Before a base-value write (const) |
Clamping the base value |
PostGameplayEffectExecute |
After an instant GE, or one period of a periodic GE, writes the base value | Death, hit reactions, game events |
PostAttributeChange |
After a current value changed | Reacting to derived state |
Registering and reading:
// Constructor of the ASC owner — the ASC finds subobject attribute sets automatically:
HealthSet = CreateDefaultSubobject<UMyHealthSet>(TEXT("HealthSet"));
// Runtime, authority only:
UMyHealthSet* NewSet = NewObject<UMyHealthSet>(this);
ASC->AddSpawnedAttribute(NewSet);
const float CurrentHealth = ASC->GetNumericAttribute(UMyHealthSet::GetHealthAttribute());One ASC can host several UAttributeSet subclasses, but only one instance per class.
Tags in GAS
Tag definition (native tag macros, .ini tag sources), container matching and FGameplayTagQuery semantics belong to ue-gameplay-tags-messaging. What is GAS-specific:
// On the ability CDO (constructor): tags granted while the ability runs, and the gates.
ActivationOwnedTags.AddTag(CastingTag);
ActivationRequiredTags.AddTag(WeaponEquippedTag);
ActivationBlockedTags.AddTag(StunnedTag);
BlockAbilitiesWithTag.AddTag(MeleeTag);
CancelAbilitiesWithTag.AddTag(ChannelTag);
// On the ASC: query and react.
ASC->HasMatchingGameplayTag(StunnedTag);
const FGameplayTagContainer& Owned = ASC->GetOwnedGameplayTags();
ASC->RegisterGameplayTagEvent(StunnedTag, EGameplayTagEventType::NewOrRemoved)
.AddUObject(this, &AMyCharacter::HandleStunnedTagChanged);The callback is declared as void HandleStunnedTagChanged(const FGameplayTag Tag, int32 NewCount); and needs no UFUNCTION() — tag events are plain multicast delegates.
Loose tags are set directly instead of through a GE. The third argument chooses how the tag replicates:
ASC->AddLooseGameplayTag(StunnedTag); // local only
ASC->AddLooseGameplayTag(BuffedTag, 1, EGameplayTagReplicationState::TagOnly); // tag to all
ASC->AddLooseGameplayTag(BuffedTag, 1, EGameplayTagReplicationState::CountToOwner);// + count to owner
ASC->RemoveLooseGameplayTag(BuffedTag, 1, EGameplayTagReplicationState::TagOnly);
ASC->SetLooseGameplayTagCount(BuffedTag, 3, EGameplayTagReplicationState::TagAndCountToAll);EGameplayTagReplicationState values: None, SimulatedTagOnly, TagOnly, CountToOwner, TagAndCountToAll. Anything other than None must be added on the server.
Gameplay Cues
Cues are cosmetic only. Tag prefix GameplayCue.; a GE triggers them through its GameplayCues array, or code fires them directly:
ASC->ExecuteGameplayCue(HitCueTag, ASC->MakeEffectContext()); // one-shot
ASC->AddGameplayCue(BuffCueTag); // persistent
ASC->RemoveGameplayCue(BuffCueTag);
const bool bActive = ASC->IsGameplayCueActive(BuffCueTag);| Class | Base | Override | Use |
|---|---|---|---|
UGameplayCueNotify_Static |
UObject |
OnExecute_Implementation |
Burst cue with no spawned actor |
UGameplayCueNotify_Burst |
UGameplayCueNotify_Static |
data-driven burst effects | One-shot particles/sounds, no code |
UGameplayCueNotify_HitImpact |
UGameplayCueNotify_Static |
data-driven impact effects | Surface-typed impacts |
AGameplayCueNotify_Actor |
AActor |
OnActive_/WhileActive_/OnRemove_Implementation |
Persistent cue needing an actor |
AGameplayCueNotify_BurstLatent |
AGameplayCueNotify_Actor |
data-driven burst effects | Burst that must spawn an actor |
AGameplayCueNotify_Looping |
AGameplayCueNotify_Actor |
data-driven looping effects | Looping auras and channels |
// MyHitCue.h
#pragma once
#include "GameplayCueNotify_Static.h"
#include "MyHitCue.generated.h"
UCLASS()
class MYGAME_API UMyHitCue : public UGameplayCueNotify_Static
{
GENERATED_BODY()
public:
virtual bool OnExecute_Implementation(AActor* MyTarget,
const FGameplayCueParameters& Parameters) const override;
};UGameplayCueManager discovers cue assets under the scan paths configured in project settings.
Project Settings
GAS configuration is a UDeveloperSettings class: UGameplayAbilitiesDeveloperSettings (Project Settings → Gameplay Abilities). Read it with GetDefault<UGameplayAbilitiesDeveloperSettings>(). Notable fields: GameplayCueNotifyPaths, ReplicateActivationOwnedTags, bAllowGameplayModEvaluationChannels, plus the global curve/attribute tables. Runtime helpers stay on UAbilitySystemGlobals (GetGameplayCueNotifyPaths(), AddGameplayCueNotifyPath(), GetAttributeSetInitter()).
Deprecated — do not use
| Do not emit | Use in 5.8 | Source |
|---|---|---|
AGameplayCueNotify_Static |
UGameplayCueNotify_Static (a UObject) |
Class never existed; GameplayCueNotify_Static.h:19 |
EGameplayModOp::Multiplicative |
EGameplayModOp::MultiplyAdditive (legacy alias is spelled Multiplicitive) |
GameplayEffectTypes.h:112-148 |
EGameplayModOp::Additive / Division |
AddBase / DivideAdditive |
Hidden back-compat aliases, GameplayEffectTypes.h:141-143 |
EGameplayAbilityInstancingPolicy::NonInstanced |
InstancedPerActor |
UE_DEPRECATED_FORGAME(5.5) in Abilities/GameplayAbilityTypes.h:46 |
UGameplayAbility::AbilityTags |
GetAssetTags() / SetAssetTags() |
UE_DEPRECATED_FORGAME(5.5) in Abilities/GameplayAbility.h:474 |
GetAbilitySystemComponentFromActorInfo_Checked() |
GetAbilitySystemComponentFromActorInfo_Ensured() |
UE_DEPRECATED(5.5) in Abilities/GameplayAbility.h:168 |
NetUpdateFrequency assignment on an actor |
SetNetUpdateFrequency(100.f) |
UE_DEPRECATED(5.5) in GameFramework/Actor.h:903 |
UGameplayEffect::StackingType (public read) |
GetStackingType() |
UE_DEPRECATED(5.7) in GameplayEffect.h:2407 |
UGameplayEffect::GrantedApplicationImmunityTags |
UImmunityGameplayEffectComponent |
UE_DEPRECATED(5.3) in GameplayEffect.h:2379 |
AddReplicatedLooseGameplayTag |
AddLooseGameplayTag(Tag, Count, EGameplayTagReplicationState::CountToOwner) (the deprecation message's replacement; TagOnly if no client needs the count) |
Function removed (no declaration in 5.8); the backing ReplicatedLooseTags member is UE_DEPRECATED(5.7) at AbilitySystemComponent.h:1941 |
FGameplayAbilitySpec::DynamicAbilityTags |
GetDynamicSpecSourceTags() |
UE_DEPRECATED(5.5) in GameplayAbilitySpec.h:242 |
UAbilitySystemBlueprintLibrary::MakeSpecHandle |
MakeSpecHandleByClass |
UE_DEPRECATED(5.5) in AbilitySystemBlueprintLibrary.h:249 |
UAbilitySystemGlobals config members |
GetDefault<UGameplayAbilitiesDeveloperSettings>() |
UE_DEPRECATED(5.5) throughout AbilitySystemGlobals.h |
FGameplayEffectSpec::GetModifierMagnitude(ModifierIdx, bFactorInStackCount) |
GetModifierMagnitude(int32 ModifierIdx) |
UE_DEPRECATED(5.6) in GameplayEffect.h:1153 |
FActiveGameplayEffectHandle(int32), ResetGlobalHandleMap(), RemoveFromGlobalMap() |
FActiveGameplayEffectHandle::GenerateNewHandle() or GetInstantExecutedHandle(); the global map is gone |
UE_DEPRECATED(5.8) in ActiveGameplayEffectHandle.h:30,66,69 |
Common Mistakes
Implementing IAbilitySystemInterface only on the pawn: when the ASC lives on the PlayerState, the PlayerState must implement the interface too, otherwise UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent fails on the owner.
Calling InitAbilityActorInfo only on the server: clients need it as well. Server path is PossessedBy, client path is OnRep_PlayerState. Without the client call, attribute change delegates never fire on the owning client.
Applying GEs before init: granting abilities or applying effects before InitAbilityActorInfo runs leaves the ASC without actor info and the attribute sets unregistered.
Clamping in the wrong hook: PreAttributeChange fires on every aggregator recompute, so it may only clamp NewValue. Death, hit reactions and gameplay events belong in PostGameplayEffectExecute, which only runs for executions (instant GEs and periodic ticks).
Forgetting CommitAbility: the ability runs, but no cost is paid and no cooldown starts.
Assuming loose tags replicate: AddLooseGameplayTag(Tag) defaults to EGameplayTagReplicationState::None. Pass TagOnly or CountToOwner from the server, or grant the tag through a GE.
Stacks silently capped: applications beyond GetStackLimitCount() are rejected without an error. Check GetCurrentStackCount(Handle) before assuming a stack landed.
Startup effects in BeginPlay without an authority check: late joiners re-apply them. Gate every GiveAbility and startup GE behind HasAuthority().
AI with no PlayerState: put the ASC on the AI character, call InitAbilityActorInfo(this, this) and set Minimal replication.
Related Skills
ue-gameplay-tags-messaging— tag definition (native tag macros, ini tag sources), containers,FGameplayTagQueryand gameplay messagingue-networking-replication—DOREPLIFETIMEvariants, RPCs, prediction keys, push modelue-animation-system— montage assets, notifies and slots that the montage ability tasks driveue-character-movement— movement modes that root-motion ability tasks manipulateue-cpp-foundations—UPROPERTY/UFUNCTIONspecifiers, delegates,TSubclassOf, subsystemsue-data-assets-tables—UCurveTableandUDataTableassets behind attribute initialisation andFScalableFloatue-state-trees— running abilities from State Tree tasksue-actor-component-architecture— component creation, subobject registration, replication of subobjectsue-gameplay-framework— PlayerState and Pawn lifecycle, and damage without GAS (TakeDamage,UDamageType)ue-input-system— Enhanced Input actions bound to ability input idsue-game-features— granting abilities and attribute sets from a game feature pluginue-niagara-effects— Niagara systems, user parameters, data interfaces and data channelsue-ui-umg-slate— UMG widgets, Slate, Common UI and MVVM