# CableComponent and GameplayAbilitySystem 

**URL:** <https://forums.unrealengine.com/t/cablecomponent-and-gameplayabilitysystem/2654305>\
**Category:** Programming & Scripting\
**Tags:** cablecomponent, cue, unreal-engine, Gameplay-Ability-System, CPP, question\
**Created:** [September 6, 2025, 2:59pm UTC](https://forums.unrealengine.com/t/cablecomponent-and-gameplayabilitysystem/2654305 "2025-09-06T14:59:50Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![duppahSecond](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@duppahSecond](https://forums.unrealengine.com/u/duppahSecond)\
**Post date:** [September 6, 2025, 2:59pm UTC](https://forums.unrealengine.com/t/cablecomponent-and-gameplayabilitysystem/2654305/1 "2025-09-06T14:59:50Z")

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Hi!, i am making a simple HookAbility, using the Gameplay Ability System.

The ability itself works, and now I want to add some simple visuals to it, for now, using a simple UCableComponent, and I am wondering what is the best way to do that.

I was thinking about using a Gameplay Cue, but because the hook can attach to moving objects, the cue doesn’t need only the owners data ( the player who activated the ability ), but also the **Hooked actor data** ( which I have, in the HookAbility ) to update the visuals accordingly.

1. Is there a way to send that data to a GameplayCue.  
2. Is that the best way to implement this, or should I not use GameplayCue here at all?

Thanks!

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<div class="post-metadata">

**Author:** ![duppahSecond](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@duppahSecond](https://forums.unrealengine.com/u/duppahSecond)\
**Post date:** [September 8, 2025, 8:13pm UTC](https://forums.unrealengine.com/t/cablecomponent-and-gameplayabilitysystem/2654305/2 "2025-09-08T20:13:00Z")

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Unfortunately there’s no reply, so I don’t really know if this is the best way.  
But I decided to not use Gameplay Cue here, because the UCableComponent needs too much data from the cue.  
So I let the ability create an Actor with a CableComponent, spawn it, and destory it, according to the ability life.
