ue-gas-effect-builder

Generate Unreal Engine Gameplay Effect assets from design specifications.

Updated Mar 2, 2026
One-click install
npx skills add https://github.com/buihuuloc/universal-ue-skills --skill ue-gas-effect-builder
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-gas-effect-builder
Source: https://github.com/buihuuloc/universal-ue-skills/tree/main/skills/ue-gas-effect-builder
Command: npx skills add https://github.com/buihuuloc/universal-ue-skills --skill ue-gas-effect-builder

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill automates the generation of Unreal Engine's Gameplay Effect assets, simplifying the creation of buffs, debuffs, damage effects, and other game mechanics.

Core Features & Use Cases

  • Automated Configuration: Generate Gameplay Effect assets (C++ or Blueprint) based on design specifications.
  • Modifier & Tag Management: Define attribute modifiers, stacking rules, and gameplay tags.
  • Use Case: Quickly create a "Poison" debuff effect that deals damage over time, applies a slow, and has a limited duration with stacking mechanics.

Quick Start

Use the ue-gas-effect-builder skill to generate a Gameplay Effect asset for a 10-second buff that increases attack speed by 25%.

Frequently Asked Questions about ue-gas-effect-builder

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

FAQPage Schema
How do I create Unreal Engine Gameplay Effects for buffs and debuffs?

Create Unreal Engine Gameplay Effects by providing design specifications for duration, modifiers, stacking, and tags. This generates instant, duration, infinite, or periodic effect assets for buffs, debuffs, damage, and cooldowns.

Can I generate GAS assets using C++ classes or Blueprint assets?

Yes, you can generate GAS assets via C++ classes, Blueprint assets, or DataTable rows. Configuration adapts to your chosen pipeline while adhering to Sipher Effect conventions for naming and tag hierarchy.

What's the best way to configure stacking rules and attribute modifiers in GAS?

The best way to configure stacking rules and attribute modifiers is by defining them in design specifications. The builder automates applying these rules to generate the appropriate Gameplay Effect assets.

How do I set up a damage over time effect with stacking mechanics in Unreal Engine?

Set up a damage over time effect by specifying a periodic duration, damage modifiers, and stacking mechanics in your design spec. This generates a Gameplay Effect asset that applies the debuff continuously.

Does this Gameplay Effect builder support infinite and periodic effects for cooldowns?

Yes, this builder supports infinite and periodic effects for cooldowns. You can specify the effect type in your design specifications to generate assets that apply continuous or timed gameplay mechanics.

What are the limitations of generating Gameplay Effects from DataTable rows?

Generating Gameplay Effects from DataTable rows requires adhering to Sipher Effect conventions for naming and tag hierarchy. You must ensure your DataTable structure correctly maps duration, modifiers, and stacking configurations.