UAbilitySystemComponent
#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 |
See Also
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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