Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add makifbaysal/tasktrooper --skill unreal-gameplay-ability-systemgit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/makifbaysal/tasktrooper/unreal-gameplay-ability-system)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unreal-gameplay-ability-system"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unreal-gameplay-ability-system/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unreal-gameplay-ability-system"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unreal-gameplay-ability-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00071 | $0.01779 |
| Opus 5.5 | $0.00028 | $0.00712 |
| Sonnet 5.5 | $0.00014 | $0.00356 |
| Haiku 4.5 | $0.00007 | $0.00178 |
Grade A, and why
unreal-gameplay-ability-system scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 141 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Gameplay Ability System
Overview
GAS is Unreal's framework for abilities, attributes, buffs, cooldowns and costs, with network prediction built in. It pays off in games with many abilities and stacking effects, especially multiplayer ones; it is heavy machinery for a platformer with one jump. Most GAS bugs are setup bugs: the component initialised on one side only, clamping in the wrong callback, abilities that never end.
Core principle: Abilities are code, numbers are GameplayEffects (data), state is gameplay tags, and every attribute change goes through an effect so it replicates and predicts correctly.
When to use it
- Use when: many abilities with cooldowns/costs, buffs and debuffs that stack and expire, attributes modified by many sources, multiplayer with predicted abilities. If the project already uses GAS, new abilities go through it.
- Skip when: a handful of actions with simple cooldowns in a single-player game — a component with a few functions is clearer.
Setup
| Owner of the ASC | Use for |
|---|---|
APlayerState |
Player characters — attributes and effects survive pawn death and respawn |
The ACharacter itself |
AI and simple pawns |
Replication mode: Full (single-player), Mixed (player-controlled, multiplayer), Minimal (AI in multiplayer).
// Server: when the controller possesses the pawn
void AHeroCharacter::PossessedBy(AController* NewController) {
Super::PossessedBy(NewController);
InitAbilitySystem();
}
// Client: when the PlayerState replicates
void AHeroCharacter::OnRep_PlayerState() {
Super::OnRep_PlayerState();
InitAbilitySystem();
}
void AHeroCharacter::InitAbilitySystem() {
auto* PS = GetPlayerState<AHeroPlayerState>();
if (!PS) return;
AbilitySystem = PS->GetAbilitySystemComponent();
AbilitySystem->InitAbilityActorInfo(PS, this); // owner = PlayerState, avatar = this pawn
if (HasAuthority()) GrantStartupAbilitiesAndEffects();
}
Missing the client-side InitAbilityActorInfo is the classic "works on the server, abilities do nothing on the client" bug. Implement IAbilitySystemInterface on the actors that own or carry the ASC.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 4d ago First seen · 141 lines · 71 tokens per session scan A b01fdc9de63f
unreal-gameplay-ability-system is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 71 tokens to every session and 1,779 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-09.
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