create-sipher-ans

Generate C++ AnimNotifyState classes integrating GAS and UniversalDamage.

1|1|Updated Dec 1, 2025
One-click install
npx skills add https://github.com/sipherxyz/universal-ue-skills --skill create-sipher-ans-sipherxyz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: create-sipher-ans
Source: https://github.com/sipherxyz/universal-ue-skills/tree/main/skills/create-sipher-ans
Command: npx skills add https://github.com/sipherxyz/universal-ue-skills --skill create-sipher-ans-sipherxyz

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill streamlines the creation of complex combat animation notify states (AnimNotifyStates) in Unreal Engine, ensuring proper integration with the Gameplay Ability System (GAS) and the UniversalDamage pipeline.

Core Features & Use Cases

  • Automated Code Generation: Generates C++ code for SipherANS_* classes.
  • GAS & Damage Pipeline Integration: Enforces best practices for damage application, hit reactions, and ability system interactions.
  • Use Case: When developing a new melee attack, use this Skill to generate the SipherANS_MeleeAttack C++ class, pre-configured with correct damage application, hit detection, and GAS event handling.

Quick Start

Use the create-sipher-ans skill to generate a new AnimNotifyState for a player's ground slam attack.

Frequently Asked Questions about create-sipher-ans

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create combat AnimNotifyStates in Unreal Engine that integrate with the Gameplay Ability System?

You can generate C++ code for Unreal Engine AnimNotifyStates that integrate with the Gameplay Ability System and UniversalDamage pipeline to facilitate combat animation events, damage application, and hit reactions. This ensures proper ability system interactions during gameplay.

What is the best way to set up animation notifies for melee attacks using GAS in C++?

The best way to set up melee attack animation notifies is generating a dedicated C++ AnimNotifyState class pre-configured with damage application, hit detection, and Gameplay Ability System event handling. This enforces best practices for combat systems and hit deduplication.

Does this code generation approach handle hit reactions and status effect handling for combat animations?

Yes, the code generation handles hit reactions and status effect handling by integrating directly with the UniversalDamage pipeline. It ensures proper damage application and ability system interactions while adhering to strict combat coding standards.

Can I use generated AnimNotifyStates with team filtering and async loading in Unreal Engine?

Yes, the generated AnimNotifyStates adhere to strict coding standards for combat systems, including async loading and team filtering. This ensures proper damage application and hit deduplication during combat animation events.

How do I generate a ground slam attack AnimNotifyState that applies damage correctly?

To generate a ground slam attack AnimNotifyState, use the skill to produce a C++ class that integrates with the Gameplay Ability System and UniversalDamage pipeline. The generated code handles damage application, hit detection, and ability system interactions automatically.