Feature Request: Modular Ability Framework for UEFN (System-Driven, Verse-Extensible)

:brain: 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.


:bullseye: 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:

:repeat_button: 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.


:puzzle_piece: 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


:warning: 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.


:light_bulb: 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:

:video_game: 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.


:gear: 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

:brain: 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


:puzzle_piece: 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

:test_tube: Verse Interface Integration (Key Requirement)

A key part of this proposal is first-class support for Verse-defined interfaces inside ability systems.

Example conceptually:

  • IAbilityLogic
  • IHitResolver
  • IImpactBehavior
  • IExecutionModifier

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

:wrench: 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

:label: Tag + State System Integration

A lightweight tag/state system would be central to the framework:

Examples:

  • State.Stunned
  • State.Airborne
  • Movement.Locked
  • Ability.Cooldown.Projectile
  • Damage.Fire

Used for:

  • ability activation conditions
  • interruption rules
  • effect interactions
  • gameplay state transitions

:rocket: 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

:compass: 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.


:folded_hands: 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.

:plus: Add-on: Camera Integration as a System-Level Optimization (Building on the Ability Framework Idea)

One additional extension to the modular ability framework idea—especially the GAS-like system concept—is how it could improve camera handling compared to current device-based workflows.

Right now, more advanced camera setups in UEFN typically rely on:

  • multiple camera devices stacked or swapped during gameplay
  • trigger volumes and event chains to switch perspectives
  • Verse logic to enable/disable and coordinate different camera states
  • layered workarounds to simulate smooth transitions between views

:warning: Current Limitation: Camera “Daisy Chaining”

In more complex islands, this often turns into a form of camera daisy chaining, where several systems are running together just to produce one cohesive effect.

Even though each piece is simple, the overall setup can involve:

  • multiple active devices per player
  • repeated state switching logic in Verse
  • overlapping triggers and conditional checks
  • redundant coordination between separate camera setups

This adds both authoring complexity and unnecessary system layering, especially in gameplay-heavy or cinematic experiences.


:rocket: How a Unified Ability-Driven System Could Improve This

If camera behavior were integrated into the same execution framework as abilities and gameplay states, it could:

  • consolidate camera logic into a single reactive system
  • replace multiple camera devices with camera states + transitions
  • allow smooth blending between perspectives internally rather than through external swaps
  • reduce the need for constant device toggling and trigger management

Instead of:

multiple camera devices + triggers + Verse orchestration

You would have:

a single system reacting to gameplay tags and ability states (e.g. dash, aim, impact, stun)


:gear: Potential Efficiency Benefit

This approach could actually reduce overhead and complexity, because:

  • fewer active camera devices would be needed per player
  • less per-frame device coordination and switching logic
  • fewer trigger volumes and event listeners running simultaneously
  • less Verse “glue code” just to manage camera transitions

In effect, it replaces many separate systems with a single unified camera state layer tied directly to gameplay execution.


:brain: Closing Thought

So in addition to improving flexibility and cinematic control, integrating camera behavior into a modular ability framework could also collapse multiple device chains into one optimized system, reducing both authoring complexity and runtime coordination overhead in more advanced islands.