What problem does it solve? Building networked abilities, attributes, and status effects in Unreal Engine requires deep knowledge of the Gameplay Ability System (GAS), whose setup steps, lifecycle rules, and replication modes are easy to get wrong and fail silently. ## Core Features & Use Cases - Ability Implementation: Guides UGameplayAbility lifecycle (CanActivateAbility, CommitAbility, EndAbility), instancing and net execution policies, tag gating, and cost/cooldown Gameplay Effects. - Attributes & Effects: Covers UAttributeSet with ATTRIBUTE_ACCESSORS, PreAttributeChange vs PostGameplayEffectExecute, GE duration policies, GE Components, execution calculations, and stacking. - Async Tasks & Cues: Documents UAbilityTask patterns (WaitDelay, PlayMontageAndWait, WaitGameplayEvent) and Gameplay Cues for replicated cosmetic VFX/SFX. - Use Case: Implement a multiplayer dash ability with a stamina cost, a cooldown tag, a montage-driven task, and a replicated impact cue, with the ASC hosted on the PlayerState so state survives respawn. ## Quick Start Ask the agent to implement a GAS-based ability with a cost, cooldown, and gameplay cue for your Unreal Engine 5.8 project.