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UAbilitySystemComponent

class GameplayAbilities Blueprint Since unknown
#include "AbilitySystemComponent.h"

Description

The core component of the Gameplay Ability System (GAS). Manages a character's granted abilities, active gameplay effects, and attribute sets. Must be added to any actor that participates in GAS.

Caveats & Gotchas

  • GiveAbility and most effect-application functions require server authority. On clients, only call functions marked BlueprintCallable without BlueprintAuthorityOnly.
  • The component implements IAbilitySystemInterface on the owning actor — implement that interface to allow other GAS helpers to find it.
  • Ability activation is asynchronous on clients using prediction; never assume an ability is active immediately after calling TryActivateAbility on a client.

Example

Add the component in a Character constructor C++
AbilitySystemComponent = CreateDefaultSubobject<UAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);

Functions (3)

Abilities
2
Access Type Name
public function UAbilitySystemComponent::GiveAbility
public function UAbilitySystemComponent::TryActivateAbility
Effects
1
Access Type Name
public function UAbilitySystemComponent::ApplyGameplayEffectToSelf

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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