Summary
I’d like to request a modular Ability Framework for UEFN inspired by system concepts from Unreal’s Gameplay Ability System (GAS), but redesigned specifically for UEFN’s sandbox model using execution types, data-driven modules, and Verse interfaces.
The goal is not to expose GAS or provide prebuilt abilities, but to introduce generic gameplay execution frameworks (melee, projectile, beam, area, movement, etc.) that creators can fully customize through Verse and modular configuration.
Problem: Device-Centric Gameplay Has Structural Limits
Currently, most complex gameplay in UEFN is built using combinations of existing devices.
While this makes creation accessible, it introduces a long-term structural limitation:
1. Gameplay Homogenization
Because creators are working from the same fixed set of devices:
- Combat systems tend to converge on similar patterns
- Movement mechanics often reuse the same foundational setups
- RPG-like systems frequently feel structurally identical across islands
Even with creative implementation, the underlying execution layer remains shared, which naturally reduces mechanical diversity at scale.
2. Verse Is Often Used as a “Patch Layer” Over Devices
To achieve deeper or more custom behavior, creators commonly:
- place one or more gameplay devices
- then use Verse to modify or override behavior
- or chain multiple devices together to simulate missing system depth
This often results in layered logic such as:
Device → Verse modification → Additional devices → Verse workaround logic
Resulting Challenges
This approach can lead to:
- duplicated logic patterns across islands
- increased system layering and complexity
- harder debugging and iteration in large projects
- creators working around device constraints instead of defining systems directly
This is not a performance critique of devices themselves, but a reflection of their limited extensibility as deep gameplay execution frameworks.
Proposed Solution: Modular Ability Framework
Introduce a system-level Ability Framework built around execution types, not prebuilt abilities or rigid device chains.
Instead of “Fireball” or “Sword Device,” UEFN would provide:
Ability Execution Types (Frameworks)
- Melee (timed hit windows + hit detection pipeline)
- Projectile (spawn → travel → impact → resolve)
- Beam / Trace (instant or continuous evaluation)
- Area (zone-based effect resolution)
- Movement (dash, blink, grapple, leap, etc.)
Each type defines how gameplay executes, not what the gameplay is.
Core Design: Not Just “Cast-Based” Systems
This system should go beyond simple “activate ability → apply effect” logic.
It must support:
- multi-phase execution (windup → active → recovery)
- interruptible actions (stun, cancel, dodge, parry)
- continuous abilities (channeling, beams, auras)
- tick-based systems (damage over time, sustained effects)
- event-driven triggers (on hit, on impact, on block, on reflect)
This ensures support for:
- action combat
- shooter mechanics
- RPG systems
- hybrid gameplay styles
Inspiration: GAS-Like Design, Reimagined for UEFN
This proposal is inspired by concepts from Unreal’s Gameplay Ability System (GAS), particularly:
- structured ability execution pipelines
- attribute-based gameplay systems
- effect-driven logic (buffs, debuffs, damage over time)
- tag-based state control
However, the goal is not to expose GAS directly or replicate its full complexity.
Instead, these ideas would be translated into a UEFN-native system built around:
Execution Types → Modular Behavior Hooks → Verse Interfaces
UEFN-Native Conceptual Mapping
Instead of GAS components like:
- AbilitySystemComponent
- GameplayAbility
- GameplayEffect
- AttributeSet
Creators would work with:
- Ability Execution Types
- Effect Modules (damage, healing, buffs, debuffs, status changes)
- Tag-Based Conditions
- Verse Interfaces for custom logic
Verse Interface Integration (Key Requirement)
A key part of this proposal is first-class support for Verse-defined interfaces inside ability systems.
Example conceptually:
IAbilityLogicIHitResolverIImpactBehaviorIExecutionModifier
This would allow creators to:
- define custom hit detection rules
- modify projectile or melee behavior
- implement unique scaling or conditional logic
- extend system behavior without rebuilding core frameworks
Hybrid System Design
The framework should support both:
1. UEFN-native modules (safe defaults)
- standardized movement models
- collision systems
- replication-safe effect handling
2. Creator-defined Verse extensions
- custom damage rules
- procedural behavior
- advanced conditional logic
- gameplay-specific modifications
Tag + State System Integration
A lightweight tag/state system would be central to the framework:
Examples:
State.StunnedState.AirborneMovement.LockedAbility.Cooldown.ProjectileDamage.Fire
Used for:
- ability activation conditions
- interruption rules
- effect interactions
- gameplay state transitions
Why This Matters
This would unlock:
- reusable combat systems across islands without rebuilding core logic
- deeper RPG and action gameplay systems in a consistent framework
- reduced reliance on stacking multiple devices for single mechanics
- cleaner separation between gameplay design and implementation logic
- scalable, multiplayer-safe ability systems built on Epic-controlled execution layers
Key Design Principle
This is not a request to expose GAS or add prebuilt abilities.
It is a request for:
A modular, extensible gameplay execution framework where UEFN provides structured systems, and Verse provides behavior customization.
Closing
UEFN already provides strong tools for building interactive gameplay, but a modular ability framework would significantly expand the ceiling for combat-heavy and systemic gameplay experiences.
It would shift creators from:
assembling gameplay out of devices
to:
designing gameplay through reusable execution systems
while still maintaining safety, scalability, and the accessibility that defines UEFN.