GAS Link to heading
- Gameplay Ability System (GAS): A framework created by Epic Games for Unreal Engine. It provides developers tools to make tasks like setting attributes, applying effects or activating abilities easier.
- Ability System Component (ASC): A component necessary for all the classes implementing the Gameplay Ability System. This component contains the information of the OwnerActor and the AvatarActor, allows the use of abilities and effects, along other functionalities.
- OwnerActor: In the context of GAS, the OwnerActor is the entity who contains the Ability System Component.
- AvatarActor: In the context of GAS, the AvatarActor is the physical representation of the actor in game affected by the Ability System Component.
- Gameplay Attribute: In the context of GAS, a gameplay attribute is a struct which represents a floating value that is related to a game element, often associated with an actor.
- AttributeSet Class: Class where attributes will be defined, initialized, replicated and modified.
- Gameplay Effects: Classes that modifie attributes after being applied. They can affect an actor instantly, for a certain amount of time, or until the effect is canceled.
- Gameplay Tags: Strings defined by the users to evaluate attributes, behaviors, states, among other elements hierarchically.
- Gameplay Ability: Actions that an actor can do multiple times asynchronously. The abilities can apply effects, activate cooldowns for its activation, contain tags to add conditions or add tags to other actors.