# \#Gameplay-Ability-System

**URL:** https://forums.unrealengine.com/tag/gameplay-ability-system/10854.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [\[RELEASE\] Gameplay Feedbacks Plugin](https://forums.unrealengine.com/t/release-gameplay-feedbacks-plugin/2845648)

<div class="topic-metadata">

**Author:** [@marcosecchi](https://forums.unrealengine.com/u/marcosecchi)\
**Replies:** 4\
**Last updated:** [November 9, 2026, 4:31pm UTC](https://forums.unrealengine.com/t/release-gameplay-feedbacks-plugin/2845648 "2026-11-09T16:31:13Z")

</div>

Gameplay Feedbacks is a plugin created to deliver on-demand visual, auditory and haptic feedbacks in response to player actions, events, or various gameplay mechanics. It is a modular, user-friendly, and highly extensibl…

---

## [\[GameplayTags\] AnyCountChange delegate does not fire for intermediate count decreases when removing loose gameplay tags](https://forums.unrealengine.com/t/gameplaytags-anycountchange-delegate-does-not-fire-for-intermediate-count-decreases-when-removing-loose-gameplay-tags/2852689)

<div class="topic-metadata">

**Author:** [@shaobozhang](https://forums.unrealengine.com/u/shaobozhang)\
**Replies:** 0\
**Last updated:** [November 9, 2026, 6:44am UTC](https://forums.unrealengine.com/t/gameplaytags-anycountchange-delegate-does-not-fire-for-intermediate-count-decreases-when-removing-loose-gameplay-tags/2852689 "2026-11-09T06:44:08Z")

</div>

Summary \[GameplayTags\] AnyCountChange delegate does not fire for intermediate count decreases when removing loose gameplay tags What Type of Bug are you experiencing? Gameplay Steps to Reproduce Obtain a UAbilitySyst…

---

## [Advanced Mind Hijack: 100% Decoupled, Zero-Tick Possession System ](https://forums.unrealengine.com/t/advanced-mind-hijack-100-decoupled-zero-tick-possession-system/2848542)

<div class="topic-metadata">

**Author:** [@Izaurra](https://forums.unrealengine.com/u/Izaurra)\
**Replies:** 0\
**Last updated:** [November 1, 2026, 3:10pm UTC](https://forums.unrealengine.com/t/advanced-mind-hijack-100-decoupled-zero-tick-possession-system/2848542 "2026-11-01T15:10:00Z")

</div>

Hey everyone, Got tired of the camera snapping and messy AI handoffs every time I tried to possess a pawn, so I built a completely modular framework to end the spaghetti code. I moved the targeting logic to the Player C…

---

## [Can a \`UAttributeSet\` live on a non-physical instance (\`UObject\`)?](https://forums.unrealengine.com/t/can-a-uattributeset-live-on-a-non-physical-instance-uobject/2223800)

<div class="topic-metadata">

**Author:** [@ZenPyroo](https://forums.unrealengine.com/u/ZenPyroo)\
**Replies:** 1\
**Last updated:** [October 21, 2026, 9:08pm UTC](https://forums.unrealengine.com/t/can-a-uattributeset-live-on-a-non-physical-instance-uobject/2223800 "2026-10-21T21:08:57Z")

</div>

Hello everyone! I am bascially asking if this approach is not only fine, but also one that will not lead to headache down the road. I am have an animal that has a physical and non-physical representation. The non-physic…

---

## [Custom data in GameplayCueParameters](https://forums.unrealengine.com/t/custom-data-in-gameplaycueparameters/2253824)

<div class="topic-metadata">

**Author:** [@reisandbeans](https://forums.unrealengine.com/u/reisandbeans)\
**Replies:** 5\
**Last updated:** [October 21, 2026, 11:47am UTC](https://forums.unrealengine.com/t/custom-data-in-gameplaycueparameters/2253824 "2026-10-21T11:47:06Z")

</div>

I’m using Gameplay Cues because of the ease to replicate visual effects to all clients in my multiplayer game. However, I wanted to pass additional data to GameplayCueParameters (mostrly parameters for the NiagaraSystem …

---

## [ActionRPG sample upgraded to UE5.3 (5.4 & 5.5)](https://forums.unrealengine.com/t/actionrpg-sample-upgraded-to-ue5-3-5-4-5-5/1722389)

<div class="topic-metadata">

**Author:** [@Vahab](https://forums.unrealengine.com/u/Vahab)\
**Replies:** 29\
**Last updated:** [October 19, 2026, 1:20pm UTC](https://forums.unrealengine.com/t/actionrpg-sample-upgraded-to-ue5-3-5-4-5-5/1722389 "2026-10-19T13:20:55Z")

</div>

Action RPG Sample is an excellent resource for learning the Gameplay Ability System. I upgraded it to Unreal 5.3 and replaced the legacy input with the Enhanced Input system. Here is the Github link: ActionRPG Unreal 5…

---

## [Survey: the hardest UE5 multiplayer / GAS problem you hit in the last 90 days (2 min)](https://forums.unrealengine.com/t/survey-the-hardest-ue5-multiplayer-gas-problem-you-hit-in-the-last-90-days-2-min/2841523)

<div class="topic-metadata">

**Author:** [@LMXLion](https://forums.unrealengine.com/u/LMXLion)\
**Replies:** 0\
**Last updated:** [October 16, 2026, 7:48am UTC](https://forums.unrealengine.com/t/survey-the-hardest-ue5-multiplayer-gas-problem-you-hit-in-the-last-90-days-2-min/2841523 "2026-10-16T07:48:33Z")

</div>

Hi fellow developers, I’m collecting real-world cases (desync, prediction, GAS in multiplayer, dedicated servers, performance) to see which ones cost teams the most time. All questions are optional and anonymous unless …

---

## [FilterMetaTag not implemented in SGameplayAttributeGraphPin](https://forums.unrealengine.com/t/filtermetatag-not-implemented-in-sgameplayattributegraphpin/2837226)

<div class="topic-metadata">

**Author:** [@TienKnight](https://forums.unrealengine.com/u/TienKnight)\
**Replies:** 0\
**Last updated:** [October 5, 2026, 2:41am UTC](https://forums.unrealengine.com/t/filtermetatag-not-implemented-in-sgameplayattributegraphpin/2837226 "2026-10-05T02:41:34Z")

</div>

Summary FilterMetaTag UProperty meta tag is used to filter out FGameplayAttribute, as is used in “GameplayEffect.h”. The way it works is: a) define FGameplayAttribute with “meta=(FilterMetaTag=“HideFromModifiers”)” b)…

---

## [Attribute clamping issues with mixed instant and duration GameplayEffect](https://forums.unrealengine.com/t/attribute-clamping-issues-with-mixed-instant-and-duration-gameplayeffect/2764861)

<div class="topic-metadata">

**Author:** [@jw5a](https://forums.unrealengine.com/u/jw5a)\
**Replies:** 1\
**Last updated:** [September 18, 2026, 3:43pm UTC](https://forums.unrealengine.com/t/attribute-clamping-issues-with-mixed-instant-and-duration-gameplayeffect/2764861 "2026-09-18T15:43:21Z")

</div>

I want to implement a shielding effect that has some stacks and each stack completely mitigates a single damage instance. For that I added a UCombatSet::Shield and UCombatSet::MaxShield (in this scenario value of 3) attr…

---

## [UE 5.8: Blueprint Map "Find" fails every single time for Gameplay Attribute keys comparison](https://forums.unrealengine.com/t/ue-5-8-blueprint-map-find-fails-every-single-time-for-gameplay-attribute-keys-comparison/2763320)

<div class="topic-metadata">

**Author:** [@epic\_simone](https://forums.unrealengine.com/u/epic_simone)\
**Replies:** 1\
**Last updated:** [September 8, 2026, 9:35am UTC](https://forums.unrealengine.com/t/ue-5-8-blueprint-map-find-fails-every-single-time-for-gameplay-attribute-keys-comparison/2763320 "2026-09-08T09:35:15Z")

</div>

Summary UE 5.8: Blueprint Map Find fails for Gameplay Attribute keys that compare equal with the Gameplay Attribute == node. The affected map is a local variable in a Blueprint Function Library, mapping Gameplay Attribu…

---

## [Dynamically add SourceTag to GE modifiers](https://forums.unrealengine.com/t/dynamically-add-sourcetag-to-ge-modifiers/2762882)

<div class="topic-metadata">

**Author:** [@jw5a](https://forums.unrealengine.com/u/jw5a)\
**Replies:** 0\
**Last updated:** [September 5, 2026, 7:50am UTC](https://forums.unrealengine.com/t/dynamically-add-sourcetag-to-ge-modifiers/2762882 "2026-09-05T07:50:59Z")

</div>

I have a GE for an Block attribute and I want to be able to add block chance based on different conditions. E.g. block physical attack chance, block elemental spell chance, … I got different tags such as Damage.Physical…

---

## [Gameplay Tags, Remove all? Other Questions](https://forums.unrealengine.com/t/gameplay-tags-remove-all-other-questions/2281249)

<div class="topic-metadata">

**Author:** [@TakenGrace](https://forums.unrealengine.com/u/TakenGrace)\
**Replies:** 6\
**Last updated:** [August 26, 2026, 3:20pm UTC](https://forums.unrealengine.com/t/gameplay-tags-remove-all-other-questions/2281249 "2026-08-26T15:20:03Z")

</div>

I’m diving into the Engine’s Gameplay Tags and Learn as much as I can. I have so far tested 3 things Adding a Burn Status effect after overlapping actor. Accomplished with an Interface and running the event in my play…

---

## [Needing Some Help...](https://forums.unrealengine.com/t/needing-some-help/2745490)

<div class="topic-metadata">

**Author:** [@MiscellaneousMyth](https://forums.unrealengine.com/u/MiscellaneousMyth)\
**Replies:** 0\
**Last updated:** [August 21, 2026, 8:07am UTC](https://forums.unrealengine.com/t/needing-some-help/2745490 "2026-08-21T08:07:37Z")

</div>

Mornin’ folks! I’ve been still trying to wrap my head around GAS for a couple days now… and I sort of got some stuff to work by building the boilerplate in C++ and then the individual ability execution and effect applic…

---

## [XForge - Stats X](https://forums.unrealengine.com/t/xforge-stats-x/2688163)

<div class="topic-metadata">

**Author:** [@5ouLo5t](https://forums.unrealengine.com/u/5ouLo5t)\
**Replies:** 1\
**Last updated:** [July 21, 2026, 7:08pm UTC](https://forums.unrealengine.com/t/xforge-stats-x/2688163 "2026-07-21T19:08:45Z")

</div>

Advanced Stats, status effects & modifiers system for UE5. Visual Status Forge editor, network-ready, C++ performance. Build simple card games or complex RPGs, combat system & more!Discord | Documentation & Tutorial x2 D…

---

## [Remove Gameplay Tags in State Tree](https://forums.unrealengine.com/t/remove-gameplay-tags-in-state-tree/2733675)

<div class="topic-metadata">

**Author:** [@yekimevol](https://forums.unrealengine.com/u/yekimevol)\
**Replies:** 3\
**Last updated:** [July 5, 2026, 8:53pm UTC](https://forums.unrealengine.com/t/remove-gameplay-tags-in-state-tree/2733675 "2026-07-05T20:53:41Z")

</div>

Ive been following An AI State Tree tutorial series and ive hit a snag. The series ends on getting the AI to follow you but I cant seem to get it to stop following the player. I think its due to the AI Sense Tag still b…

---

## [GAS - Set by caller Ability Cost Question ](https://forums.unrealengine.com/t/gas-set-by-caller-ability-cost-question/2733009)

<div class="topic-metadata">

**Author:** [@Dr.Dragane](https://forums.unrealengine.com/u/Dr.Dragane)\
**Replies:** 0\
**Last updated:** [July 2, 2026, 3:30pm UTC](https://forums.unrealengine.com/t/gas-set-by-caller-ability-cost-question/2733009 "2026-07-02T15:30:17Z")

</div>

Hello, First time posting. I have a generic resource attribute that I want to reuse for all of my characters. I have set it to be Add Base and Set by Caller for the data tag that uses my base Resource attribute. I w…

---

## [Cooldown Gameplay Effect uses an attribute to set the duration, but duration doesn't change when the attribute does.](https://forums.unrealengine.com/t/cooldown-gameplay-effect-uses-an-attribute-to-set-the-duration-but-duration-doesnt-change-when-the-attribute-does/2727550)

<div class="topic-metadata">

**Author:** [@Garrbage417](https://forums.unrealengine.com/u/Garrbage417)\
**Replies:** 8\
**Last updated:** [June 11, 2026, 8:06pm UTC](https://forums.unrealengine.com/t/cooldown-gameplay-effect-uses-an-attribute-to-set-the-duration-but-duration-doesnt-change-when-the-attribute-does/2727550 "2026-06-11T20:06:37Z")

</div>

Hello, I have a gameplay ability that uses a generic “ShootCooldown” gameplay effect. The shoot cooldown simply gets the attribute “FireRate” and sets the duration to that magnitude. However, the duration seems …

---

## [Gameplay Ability System: Having trouble making an ability that stops when input is released](https://forums.unrealengine.com/t/gameplay-ability-system-having-trouble-making-an-ability-that-stops-when-input-is-released/2720381)

<div class="topic-metadata">

**Author:** [@treeese](https://forums.unrealengine.com/u/treeese)\
**Replies:** 7\
**Last updated:** [May 7, 2026, 8:36pm UTC](https://forums.unrealengine.com/t/gameplay-ability-system-having-trouble-making-an-ability-that-stops-when-input-is-released/2720381 "2026-05-07T20:36:53Z")

</div>

So I am trying to learn GAS and like the title says I’m trying to make an ability that fires off repeatedly when the input is held, but stops once released. Think of something like a full auto weapon, for example. I’ve m…

---

## [Why Isn't "Get Actor Info" Getting My Anim Instance?](https://forums.unrealengine.com/t/why-isnt-get-actor-info-getting-my-anim-instance/1429707)

<div class="topic-metadata">

**Author:** [@Puckchop](https://forums.unrealengine.com/u/Puckchop)\
**Replies:** 3\
**Last updated:** [April 25, 2026, 12:29pm UTC](https://forums.unrealengine.com/t/why-isnt-get-actor-info-getting-my-anim-instance/1429707 "2026-04-25T12:29:58Z")

</div>

While setting up a basic melee system using gameplay abilities in Blueprints, I noticed the PlayMontageAndWait node wasn’t playing anything. Hunting down the error I traced it to its C++ class which told me it was gettin…

---

## [How to wait for server confirmed attribute change when using predicted gameplay effects?](https://forums.unrealengine.com/t/how-to-wait-for-server-confirmed-attribute-change-when-using-predicted-gameplay-effects/2715744)

<div class="topic-metadata">

**Author:** [@xerxes1233](https://forums.unrealengine.com/u/xerxes1233)\
**Replies:** 1\
**Last updated:** [April 22, 2026, 1:14pm UTC](https://forums.unrealengine.com/t/how-to-wait-for-server-confirmed-attribute-change-when-using-predicted-gameplay-effects/2715744 "2026-04-22T13:14:29Z")

</div>

Using UE 5.7.2-0 Context on how “Wait for Attribute Changed” and “Wait Gameplay Effect Applied to Actor” behave in my observations. Wait for Attribute Changed: fires 3x on the predicting client, once the predicted a…

---

## [Execution calculation never being reached when a client is activating an ability](https://forums.unrealengine.com/t/execution-calculation-never-being-reached-when-a-client-is-activating-an-ability/2716464)

<div class="topic-metadata">

**Author:** [@markowo](https://forums.unrealengine.com/u/markowo)\
**Replies:** 0\
**Last updated:** [April 18, 2026, 9:51pm UTC](https://forums.unrealengine.com/t/execution-calculation-never-being-reached-when-a-client-is-activating-an-ability/2716464 "2026-04-18T21:51:16Z")

</div>

I’m trying to activate an ability on the client, but no matter what I tried (different ability net execution and security policies, debugging for validity), it just won’t reach my execution calculation class, and I made …

---

## [Is Lyra doing bullet hit detection incorrectly/incompletely?](https://forums.unrealengine.com/t/is-lyra-doing-bullet-hit-detection-incorrectly-incompletely/1665779)

<div class="topic-metadata">

**Author:** [@zantezuke](https://forums.unrealengine.com/u/zantezuke)\
**Replies:** 5\
**Last updated:** [April 11, 2026, 4:21am UTC](https://forums.unrealengine.com/t/is-lyra-doing-bullet-hit-detection-incorrectly-incompletely/1665779 "2026-04-11T04:21:32Z")

</div>

I see Lyra lauded as the “correct way” to do bullet detection but I am finding some issues. Please correct me if I am wrong because I am still quite new to the GAS. Here is how I see the bullet detection happening: A…

---

## [New to Gameplay Ability System, have run into annoying bug where line trace by channel only returns hit about 50% of the time. ](https://forums.unrealengine.com/t/new-to-gameplay-ability-system-have-run-into-annoying-bug-where-line-trace-by-channel-only-returns-hit-about-50-of-the-time/2707185)

<div class="topic-metadata">

**Author:** [@CravingCreation](https://forums.unrealengine.com/u/CravingCreation)\
**Replies:** 4\
**Last updated:** [March 19, 2026, 10:32pm UTC](https://forums.unrealengine.com/t/new-to-gameplay-ability-system-have-run-into-annoying-bug-where-line-trace-by-channel-only-returns-hit-about-50-of-the-time/2707185 "2026-03-19T22:32:27Z")

</div>

Currently setting up my first GAS multiplayer project and working on my character controller and weapons system. I have a game play ability that calls “Event ActivateAbilityFromEvent” that Waits for Target data then perf…

---

## [\[UE 5.4 Preview 1\] Mover 2.0 and GAS](https://forums.unrealengine.com/t/ue-5-4-preview-1-mover-2-0-and-gas/1780825)

<div class="topic-metadata">

**Author:** [@Sputnick](https://forums.unrealengine.com/u/Sputnick)\
**Replies:** 6\
**Last updated:** [March 13, 2026, 4:15pm UTC](https://forums.unrealengine.com/t/ue-5-4-preview-1-mover-2-0-and-gas/1780825 "2026-03-13T16:15:29Z")

</div>

Hi, I’m relatively new to UE in general, but the announcement of 5.4 and the preview release made me want to try out the Mover 2.0 plugin. Transferring my old pretty barebones third person character to the new mover co…

---

## [Ability activation tags empty on client](https://forums.unrealengine.com/t/ability-activation-tags-empty-on-client/2703959)

<div class="topic-metadata">

**Author:** [@xHesher](https://forums.unrealengine.com/u/xHesher)\
**Replies:** 2\
**Last updated:** [March 11, 2026, 6:53pm UTC](https://forums.unrealengine.com/t/ability-activation-tags-empty-on-client/2703959 "2026-03-11T18:53:33Z")

</div>

Hello, (UE5.7) using HandleGameplayEvent to activate an ability. Having a problem where the ability on client machines will have empty activation tags despite them being set in the constructor. Works reliably on server a…

---

## [Right way to model per limb health with GAS? ](https://forums.unrealengine.com/t/right-way-to-model-per-limb-health-with-gas/2697603)

<div class="topic-metadata">

**Author:** [@SteelBlade94](https://forums.unrealengine.com/u/SteelBlade94)\
**Replies:** 6\
**Last updated:** [March 10, 2026, 10:14pm UTC](https://forums.unrealengine.com/t/right-way-to-model-per-limb-health-with-gas/2697603 "2026-03-10T22:14:21Z")

</div>

Hello, We’re working on a multiplayer project with the GAS and we want to implement a localized damage system. Each body part should have its own health and be individually affected by gameplay effects (e.g. poison affe…

---

## [GAS Abilities not being triggered by tag ](https://forums.unrealengine.com/t/gas-abilities-not-being-triggered-by-tag/2704276)

<div class="topic-metadata">

**Author:** [@Ninjulian](https://forums.unrealengine.com/u/Ninjulian)\
**Replies:** 1\
**Last updated:** [March 9, 2026, 4:03pm UTC](https://forums.unrealengine.com/t/gas-abilities-not-being-triggered-by-tag/2704276 "2026-03-09T16:03:40Z")

</div>

I am creating a 3 piece combo system with the use of Abilities with GAS. There are is an AM\_Notifier inside the animation montages that would trigger when you can go to the text combo and am triggering the progressive c…

---

## [Wait Target Data engine crash (GAS)](https://forums.unrealengine.com/t/wait-target-data-engine-crash-gas/2703768)

<div class="topic-metadata">

**Author:** [@jacksonnexhip](https://forums.unrealengine.com/u/jacksonnexhip)\
**Replies:** 3\
**Last updated:** [March 5, 2026, 3:06am UTC](https://forums.unrealengine.com/t/wait-target-data-engine-crash-gas/2703768 "2026-03-05T03:06:05Z")

</div>

Trying to setup a targeting system but the engine crashes whenever I call the Wait Target Data node. My ability: My input (using the third person character default template): Crash log: GAS\_Test\_2.log (165.1 KB) …

---

## [\[LFW PAID\] Cem Akkaya – Senior Technical Gameplay Designer (Systems, Combat & Feature Development)](https://forums.unrealengine.com/t/lfw-paid-cem-akkaya-senior-technical-gameplay-designer-systems-combat-feature-development/2702271)

<div class="topic-metadata">

**Author:** [@RedGrimnir](https://forums.unrealengine.com/u/RedGrimnir)\
**Replies:** 2\
**Last updated:** [February 28, 2026, 6:11pm UTC](https://forums.unrealengine.com/t/lfw-paid-cem-akkaya-senior-technical-gameplay-designer-systems-combat-feature-development/2702271 "2026-02-28T18:11:15Z")

</div>

Skillset(s): Senior Technical Gameplay Designer – Gameplay Systems, Combat Systems, Feature Development, Unreal Engine (C++ / Blueprints) 10+ years in the games industry across AAA and independent development. Gamepla…

---

## [Adding hit result to Effect Context in GAS](https://forums.unrealengine.com/t/adding-hit-result-to-effect-context-in-gas/2582652)

<div class="topic-metadata">

**Author:** [@spacious\_94](https://forums.unrealengine.com/u/spacious_94)\
**Replies:** 5\
**Last updated:** [February 28, 2026, 2:43pm UTC](https://forums.unrealengine.com/t/adding-hit-result-to-effect-context-in-gas/2582652 "2026-02-28T14:43:06Z")

</div>

Hello, i’ve encountered some weird behavior with the GAS system, particularly adding a hit result to an effect context, that i am trying to understand. im trying to spawn a gameplay cue actor with hit data at the locati…

[Next page](https://forums.unrealengine.com/tag/gameplay-ability-system/10854.md?match_all_tags=true&page=1&tags%5B%5D=Gameplay-Ability-System)
