Individual skill
gas
Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with Blueprint/Object tools and Python. Use when the user asks to add abilities, attributes, damage/buff effects, cooldowns, gameplay cues, or to inspect a live ASC.
Content/Skills/gas/SKILL.md
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Local scripts
- Last checked
- Nov 10, 2026
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Repository context
- Repository stars (not skill ratings)
- 826
- Repository last updated
- Nov 10, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- ai Repository topic
- gamedev Repository topic
- mcp Repository topic
- mcp-server Repository topic
- ue5 Repository topic
- unreal-engine Repository topic
- vibe-coding Repository topic
- ai-tools Repository topic
- automation Repository topic
- blueprint Repository topic
- writing Derived category
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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "gameplay-ability-system"}` for UE domain knowledge (ASC setup, attribute/effect/ability APIs, networking) — treat it as the rubric for any review / "best practices" question. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.
# Gameplay Ability System Skill
**Compose, do not duplicate.** Everything GAS needs already exists across Epic's engine toolsets,
the generic Blueprint/Object tools, and Python. VibeUE adds no GAS wrapper service; this skill is
the routing map plus the live-verified gotchas.
## Ownership matrix — who does what
| Operation | Owner |
|---|---|
| Inspect a live ASC (PIE): attributes, active tags, active effects, granted abilities | Epic **`GASToolsets.AbilitySystemInspectorToolset`** → `GetAttributeValues` / `GetActiveTags` / `GetActiveEffects` / `GetGrantedAbilities`. Input is `{"actor": {"refPath": "<actor path>"}}` — works on PIE actors, no selection needed |
| Discover attribute set classes / attributes | Epic **`GASToolsets.AttributeSetToolset`** → `FindAttributeSetClasses` / `ListAttributes` |