GGA 1.6 Release Note

The documentation of Generic Game Framework.

Cover.GGA
罗传月武(YueWu)

Author

罗传月武(YueWu)

专注游戏开发和Web技术。

Created: Aug 13, 2026Updated: Sep 15, 2026

Table of contents

Generic Gameplay Abilities 1.6

Changes since 1.5. Two recurring chores are shorter: StateTree can read GAS and attributes, and the editor can generate a replicated native AttributeSet from a Data Asset. The upgrade is mostly additive. Check Blueprint attribute categories, the plugin ini name, and generator settings if you followed a 1.6 development snapshot.

Added

  • AI graphs can read health or mana without a glue layer. StateTree resolves UAbilitySystemComponent from the AIController or its Pawn. Four tick evaluators read a current value or a percentage by attribute or Gameplay Tag.
  • New attribute sets can be generated as replicated, clamped C++ instead of written by hand. The Content Browser adds GGA Attribute Set Definition. Each attribute can opt into replication, a max attribute, and a native tag. Health / Mana / Stamina / Combat templates are included.
  • Generated sets and shipped sets share the same Blueprint callbacks. An event bridge forwards clamp, execute, and post-replication changes to UGGA_AttributeSystemComponent on the same Actor. Actors that already have that component will start receiving those callbacks.
  • Core config assets can be created in the Content Browser. Ability Set and Ability Tag Relationship Mapping now have factories.
  • Mac is allowed for runtime and editor modules. This release targets Unreal Engine 5.8.

Changed

  • Built-in AttributeSets use the same categories as generated sets. UAS_Health / Mana / Stamina / Combat now live under GGA|Attributes|*. Public type names and main attribute names are unchanged; menu grouping changes.
  • A Blueprint can block a Gameplay Effect before execute. UGGA_AttributeSystemComponent gains a Pre-Execute event. Returning false stops that apply.
  • Generator paths live on the shipped settings class. The class is UGGA_EditorDeveloperSettings. The menu path is still Project → Plugins → GGA AttributeSet Generator. The development-snapshot class name has no ClassRedirect.
  • Plugin config loads under the plugin name. Config/BaseGenericGameplayAbilities.ini is now DefaultGenericGameplayAbilities.ini.

Upgrade Notes

Additive. C++ module dependencies, Blueprint attribute menus, the ini path, and generator settings from a 1.6 snapshot may need a pass. Most projects still compile; attribute nodes may move in the menu, and an old Base*.ini copy may stop loading.

  1. The host module needs StateTreeModule and AIModule. The plugin already declared StateTree in 1.5.
  2. If the project still points at BaseGenericGameplayAbilities.ini, switch to DefaultGenericGameplayAbilities.ini.
  3. Blueprints that use built-in AttributeSet nodes move from Attribute|*Set to GGA|Attributes|*. Display names are unchanged.
  4. If an Actor already has UGGA_AttributeSystemComponent, built-in AttributeSets now forward GAS callbacks to it.
  5. If generator paths were written into UGGA_AttributeSetGeneratorSettings, move them to UGGA_EditorDeveloperSettings by hand.