Gameplay Ability System ( GAS ) future in Unreal Engine 6

Hello,

with the news of Unreal Engine 6 adopting the Entity Framework I would like to know what is the future of GAS for UE6, as right now it lives mainly as a Component in AActors, with many dependencies to them.

Is the plan to port the whole GAS system to the Verse Entity Framework?

Is it going to be deprecated and replaced by a GAS 2.0?

( I’m also curious if other systems like Mover, etc will have the same fate in UE6 )

Thank you very much for your answer.

Hey, indeed GAS is strongly tied to actor components and blueprint. We won’t convert GAS to Verse. Instead, we’re working on a replacement for GAS for the UE6 tech stack, so designed to work with Verse and Scene Graph. We don’t have more to share on the replacement for GAS yet. GAS will follow the same timeline as blueprint deprecation: it will be a part of UE 6.0, but will eventually be deprecated.

Mover and Mass will be a part of UE6’s future facing tech stack. We have been making Mover actor-agnostic for that purpose.

Glad to share that info! I’ll also pass along your praise for GAS to the team that worked on it and are currently working on the UE6 version of abilities.

Thanks for the quick reply and all the info.

I’m a big fan of GAS, so will look forward to that new replacement, as GAS has been one of the feature I recommend the most about Unreal to other teams trying to implement complex gameplay.

Happy to know that both Mass and Mover are already going in the UE6 direction.

Once again, thanks for the answer, and will be on the lookout for when more new arrive for UE6.