Do I need c++ to use GAS in unreal 5.1?

I’m about to begin a project but would like to stick with blueprints. I am reading that there hundreds of lines of code that I need to implement in c++ before I can begin to use GAS. I dont understand why though.

in the official documentation… it says I only need this.
PublicDependencyModuleNames.AddRange(new string[] { “GameplayAbilities”, “GameplayTags”, “GameplayTasks”, “Core”, “CoreUObject”, “Engine”, “InputCore”, “HeadMountedDisplay” });

So yah, Im confused. Do i need c++ or not? If I do need c++, is the above code all I really need? If not, what else do I need to set up GAS and why?

Hi 0th1ng1,

There are plugins coming out that encapsulate GAS and expose it all to blueprint, this is a free one (link is in the description).

Regarding that “PublicDependancy” code - that’s just a small part of it (telling the compiler what features to link in with your project) - most of the code will be in c++ files. With one of the plugins, you won’t need to worry about that though.