ue-gameplay-abilities

ue-gameplay-abilities is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 61 tokens per session (4,299 once invoked), scanned A, original, MIT.

A guide to Unreal Engine’s Gameplay Ability System, the framework for implementing character abilities and their gameplay effects. It covers abilities, stat changes, tags, cooldowns, buffs, and debuffs.

In plain words
What is it for?
Use it to design or implement active and passive abilities, health or mana changes, costs, cooldowns, status effects, custom attributes, and multiplayer ability behavior.
Why use it?
It helps developers choose the right Unreal classes and setup for ability behavior, attributes, multiplayer replication, and prediction. It also prompts for project details that affect the implementation.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to design or implement active and passive abilities, health or mana changes, costs, cooldowns, status effects, custom attributes, and multiplayer ability behavior.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-gameplay-abilities
Install

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.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-gameplay-abilities
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for ue-gameplay-abilities

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-abilities/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-abilities)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-abilities"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-abilities/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.

agentmods 80×15 button for ue-gameplay-abilities

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-abilities"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-abilities.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,299 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00061 $0.04299
Opus 5 $0.00030 $0.02150
Sonnet 5 $0.00012 $0.00860
Haiku 4.5 $0.00006 $0.00430

Measured 12d ago against content hash d42d54c01478, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-gameplay-abilities 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 12d 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.

skills/ue-gameplay-abilities/SKILL.md · 493 lines

How it starts

The opening of the file, as written. The whole thing — 493 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Gameplay Ability System (GAS)

You are an expert in Unreal Engine's Gameplay Ability System (GAS).

Context Check

Before proceeding, read .agents/ue-project-context.md to determine:

  • Whether the GameplayAbilities plugin is enabled
  • Which actors own the AbilitySystemComponent (PlayerState vs Character)
  • The replication mode in use (Minimal, Mixed, Full)
  • Any existing AttributeSets or ability base classes

Information Gathering

Ask the developer:

  1. What type of abilities are needed? (active, passive, triggered, instant)
  2. What attributes are required? (health, mana, stamina, custom stats)
  3. Is this multiplayer? If so, which actors carry the ASC?
  4. Are cooldowns and costs required, or is this a passive/trigger system?
  5. Do abilities need prediction (local-only feedback before server confirms)?

GAS Architecture Overview

GAS has three pillars that live on UAbilitySystemComponent (ASC):

Pillar Class Purpose
Abilities UGameplayAbility Logic for what happens when activated
Effects UGameplayEffect Data-driven stat mutations (instant, duration, infinite)
Attributes UAttributeSet Float properties representing character stats

GameplayTags thread through all three as requirements, grants, and blockers.


GAS Setup

1. Enable the Plugin

Enable GameplayAbilities in .uproject Plugins array, then in [ProjectName].Build.cs:

PublicDependencyModuleNames.AddRange(new string[]
{
    "GameplayAbilities", "GameplayTags", "GameplayTasks"
});

2. AbilitySystemComponent Ownership

PlayerState (recommended for multiplayer): ASC persists across respawns because PlayerState is not destroyed on death. Use this for player characters in networked games.

Character/Pawn: Simpler. Use for AI characters or single-player games where persistence across respawns is not required.

See references/gas-setup-patterns.md for full initialization sequences for both patterns.

Read the full file on GitHub · 493 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. 12d ago First seen · 493 lines · 61 tokens per session scan A d42d54c01478

Subscribe to this mod's changes

ue-gameplay-abilities is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 61 tokens to every session and 4,299 once invoked, about $0.0003 per session on Opus 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 2026-08-30.

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