What problem does it solve? Implementing Gameplay Abilities with Unreal Engine's Gameplay Ability System involves many failure-prone decisions: where to place the Ability System Component, how to grant and activate abilities, when to commit costs and cooldowns, and how to handle prediction, cancellation, and cleanup in multiplayer. This Skill provides a structured lifecycle and reference material to build abilities that activate correctly, end on every path, and behave consistently across server and clients. ## Core Features & Use Cases - ASC Architecture Guidance: Decide between Pawn/Character-owned and PlayerState-owned Ability System Components, with correct Owner Actor and Avatar Actor initialization on server and owning client. - Ordered Ability Lifecycle: Follow a defined flow from activation request through commit, Ability Tasks, authoritative effect application, and guaranteed EndAbility on every terminal path. - Networking & Prediction Rules: Choose net execution policies, validate target data on the server, and understand which side effects GAS prediction does not roll back. - Use Case: You are building a target-confirmed projectile ability for a multiplayer game. Use this Skill to structure targeting without spending resources, validate origin and range on the server, commit at the right point, spawn the authoritative projectile, and clean up the reticle on every cancel path. ## Quick Start Use $unreal-gas-abilities to implement a complete Gameplay Ability lifecycle in Unreal Engine 5.8.