ue-gas-ability-generator

Generate C++ header and implementation files for Unreal Engine Gameplay Abilities.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill automates the creation of structured Gameplay Ability System (GAS) classes in Unreal Engine, reducing boilerplate code and ensuring adherence to project patterns.

Core Features & Use Cases

  • Scaffolds GAS Ability Code: Generates header (.h) and implementation (.cpp) files for new abilities.
  • Supports Multiple Ability Types: Caters to Basic, Combat, Runtime, Spell, and Execution abilities with appropriate base classes.
  • Defines Activation Requirements: Helps specify costs, cooldowns, and gameplay tags.
  • Use Case: When starting a new feature that requires a player to perform a special attack, use this skill to quickly generate the foundational C++ code for that combat ability, including its activation logic, cost, and cooldown.

Quick Start

Generate a new combat ability named 'Fireball' with a mana cost and a 5-second cooldown.

Frequently Asked Questions about ue-gas-ability-generator

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

FAQPage Schema
How do I generate Unreal Engine GAS abilities with C++ boilerplate code?

To generate Unreal Engine GAS abilities, this Skill outputs structured C++ header and implementation files, automating boilerplate for new gameplay abilities while ensuring adherence to project patterns.

What is the best way to scaffold a combat ability with hitbox integration in Unreal Engine?

Scaffolding a combat ability with hitbox integration is handled by generating C++ code from combat ability templates, providing the foundational logic for attacks and special actions within the Gameplay Ability System.

Can I define activation requirements like cost, cooldown, and gameplay tags for generated abilities?

Yes, you can define activation requirements including cost, cooldown, and gameplay tags for generated abilities, allowing you to specify exactly when and how new combat actions or spells can be triggered.

Does this GAS code generator support different ability types like spells and execution abilities?

This GAS code generator supports multiple ability types, catering to Basic, Combat, Runtime, Spell, and Execution abilities by generating files with the appropriate corresponding base classes.

How do I create a new spell ability with a specific mana cost and cooldown duration?

Creating a spell ability with a mana cost and cooldown involves defining the ability type, specifying the activation requirements, and generating the C++ scaffolding that includes these gameplay tag and cost constraints.