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GAS Integration

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Yuewu(罗传月武)
Updated: Jun 12, 2025

GAS Integration

The demo part of project provided by GMS uses native GameplayAbilities to produce basic sprint, jump, and crouch logic. It also includes a simple BC_Lite_AbilityManager ability management component to manage ability activation.

GMS doesn't force you to use GAS, but it's better to work with it. If you are a beginner, you can skip GAS.

If you are a beginner, you can leave GAS alone; if you already have a dedicated GAS plugin, you can easily replace Lite_AbilityManager with your solutions, and Abilities itself is reusable and pluggable.

GameplayTags Drive Animation Selection

GMS uses GameplayTags in many places for flexibility. It is also ready to integrate with GAS projects.

In the overlay configuration section, you can dynamically select different overlay animations based on the Actor's current tags.

GMS GAS集成.Provider字段

By default, the movement system component will look for objects implementing GameplayTagAssetInterface as TagsProvider on the Actor and its components.

GAS as TagsProvider

It just so happens that the AbilitySystemComponentin the GAS plugin already implements this interface, so you can use the following method at runtime to specify the ability system component as TagsProvider, which will seamlessly use the GAS system to drive the GameplayTags used by GMS.

GMS GAS集成.设置TagsProvider

Future

GMS is a movement system, I want to keep it as pure as possible, rather than coupling it with too many features that are not relevant to movement.