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
UAbilitySystemComponentfrom 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_AttributeSystemComponenton 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/Combatnow live underGGA|Attributes|*. Public type names and main attribute names are unchanged; menu grouping changes. - A Blueprint can block a Gameplay Effect before execute.
UGGA_AttributeSystemComponentgains a Pre-Execute event. Returningfalsestops 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.iniis nowDefaultGenericGameplayAbilities.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.
- The host module needs
StateTreeModuleandAIModule. The plugin already declared StateTree in 1.5. - If the project still points at
BaseGenericGameplayAbilities.ini, switch toDefaultGenericGameplayAbilities.ini. - Blueprints that use built-in AttributeSet nodes move from
Attribute|*SettoGGA|Attributes|*. Display names are unchanged. - If an Actor already has
UGGA_AttributeSystemComponent, built-in AttributeSets now forward GAS callbacks to it. - If generator paths were written into
UGGA_AttributeSetGeneratorSettings, move them toUGGA_EditorDeveloperSettingsby hand.
