Unreal Engine - Generic Gameplay Abilities

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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