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Unreal Engine - Generic Gameplay Abilities

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Yuewu(罗传月武)
Updated: Jul 25, 2025

🎥Video Introduction

🎮System overview

Generic Gameplay Abilities(GGA) is a comprehensive extension of Unreal Engine’s GameplayAbilities module, offering additional features to make it more versatile, Blueprint-friendly, and enhance the development experience for Blueprint and C++ users.

📚Docmentation: English 中文 | 💬Community: Discord QQ群:64842100

📸Video Introduction: Youtube 哔哩哔哩

🌈System Components

This plugin designed as the foundation for GAS-based systems (e.g., combat, interaction, inventory), GGA comprises two core modules:

✨GenericGameplayAbilities Module

  • Features:
    • Extends the built-in GameplayAbilities module, exposing most C++ APIs to Blueprints.
    • Provides predefined parent Actor classes (optional), common AbilityTask, and various utility libraries.
  • Purpose: Simplifies GAS development for Blueprint users.

✨GenericGameplayAttributes Module

  • Features:
    • Includes a code generator that creates AttributeSet code from simple JSON configurations, supporting network replication, max/min clamping, change notifications, GameplayTag to GameplayAttribute mapping, and Blueprint APIs.
    • Bridges via AttributeSystemComponent, enabling external handling of attribute changes in Blueprints or C++ without writing extensive AttributeSet code.
  • Optional Pre-Built Attributes: Includes common GameplayAttribute sets, eliminating the need to convert to a code project if these meet your needs.

Together, these modules enable Blueprint users to build advanced, professional games without writing C++.

🧢For Blueprint Users

  • No C++ Required: GGA eliminates the mandatory C++ requirement for GameplayAttribute in GAS by generating code via JSON, requiring only a conversion of pure Blueprint projects to code projects.
  • Optional Module: The pre-built GenericGameplayAttributes module allows use without converting to a code project (see Attribute System documentation).
  • GAS Value: GAS isn’t just for “skills”; it simplifies game development and reduces redundant systems. Without GAS, developers may spend more time on inefficient workflows.

GGA is the perfect starting point for your GAS-based development journey!

GAS is not just a system for making “skills”, it makes game development easy and makes many other systems redundant.
I recommend anyone to learn and use GAS, otherwise you will spend more time developing your game in a clumsy way.
It's time to use GGA to help you start your GAS-based development journey.

🌟Features

  • Easy Integration: Integrating with just two component. There's no need to modify your existing character parent class.
  • Documentation with guidance: in addition to telling you the basic usage of GGA, I'll include a variety of my understanding of GAS and what I consider to be best practice usage.
  • Non-intrusive: Even if you don't use the provided ASC, you still can benefit from most blueprint function libraries. As GGA favors extension over inheritance.
  • Simplicity and purity: GGA focuses on making GAS easier to use, and does not smuggle in any code that should be left to other systems to make it look powerful.

⚠️ Note

  • Free Plugin: Available for free via Discord. New GAS users should try it free to learn the basics.
  • Included in Combat System: GGA is part of the GenericCombatSystem. Do not purchase separately if you own the combat system.
  • Code Generator: Obtain the code generator via Discord, as Fab does not allow executable file uploads.

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