Componentized Gameplay Abilities?

My team has made a ton of use of the new Gameplay Effect Component system that was recently added. Writing re-usable custom components has made our whole system a lot more modular.

Is there any plan to make a component system for Gameplay Abilities?

This is a topic that my team has considered implementing ourselves to help reduce some of our monolithic Gameplay Ability base classes but am interested if this is something Epic is looking to implement in the future.

This has come up in discussions around the future of GAS. While I can’t say for certain whether this specific approach will be adopted in a future version of UE, if it is, it will likely be some time before it reaches a public release.

I haven’t tested this thoroughly, but one possible approach could be to have a Gameplay Ability contain a TArray of these logic objects and use them during Activate, Cancel, End, etc… and should work nicely with prediction.