What problem does it solve? Unreal Engine's Gameplay Ability System has subtle rules around base versus current attribute values, effect duration types, clamping, stacking, and replication that frequently cause bugs like buffs that never revert, values exceeding bounds, or server/client disagreement. This Skill provides structured guidance to model, implement, tune, replicate, and debug Attributes and Gameplay Effects correctly. ## Core Features & Use Cases - Attribute and Effect Modeling: Choose between Instant, Duration, and Infinite Gameplay Effects, and between SetByCaller, Modifier Magnitude Calculations, and Execution Calculations, with clear selection tables. - Implementation Patterns: Ready-made flows for damage with meta-attributes, healing, timed buffs, equipment modifiers, regeneration, and max-value change policies. - Replication, UI, and Troubleshooting: Covers attribute replication with RepNotify macros, delegate-driven UI updates instead of Tick polling, and diagnostics for doubled modifiers, stale UI, and repeated death events. - Use Case: You are adding a damage system to a UE 5.8 project. The Skill walks you through defining a Health AttributeSet, building an Instant damage effect with an Execution Calculation writing to IncomingDamage, clamping in PostGameplayEffectExecute, and wiring UI to attribute-change delegates. ## Quick Start Use the unreal-gas-attributes-effects skill to design a Health attribute with damage, healing, and a timed buff for my Unreal Engine 5.8 project.