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Agent Skill · 前端设计

ue-gameplay-abilities(ue 游戏能力)

ue-gameplay-abilities 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

ue-gameplay-abilities 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 2,688。

总安装 1,992周安装 83GitHub Stars 125下载 664核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ue-gameplay-abilities(ue 游戏能力)
来源仓库:https://github.com/quodsoler/unreal-engine-skills
仓库路径:skills/ue-gameplay-abilities
安装命令:
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-abilities
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-abilities

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

ue-gameplay-abilities 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。

通过 npx skills add 命令从指定仓库安装,需结合原始 README 核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。当前无原始 SKILL.md 内容可参考,功能以实际实现为准。

来源仓库内路径:skills/ue-gameplay-abilities

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-game…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

ue-gameplay-abilities 怎么安装?

在终端执行 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-abili…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ue-gameplay-abilities 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

ue-gameplay-abilities 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-abilities 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

ue-gameplay-abilities 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

ue-gameplay-abilities 用的人多吗?

公开数据是累计安装 1,992 次,近一周安装 83 次,下载 664 次,GitHub 125 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

ue-gameplay-abilities 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
ue-gameplay-abilities

ue 游戏能力 · 本页

1,992125执行命令未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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):

PillarClassPurpose
AbilitiesUGameplayAbilityLogic for what happens when activated
EffectsUGameplayEffectData-driven stat mutations (instant, duration, infinite)
AttributesUAttributeSetFloat 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.

3. IAbilitySystemInterface

Every actor that owns or exposes an ASC must implement IAbilitySystemInterface:

#include "AbilitySystemInterface.h"

UCLASS()
class AMyCharacter : public ACharacter, public IAbilitySystemInterface
{
    GENERATED_BODY()
public:
    virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override
        { return AbilitySystemComponent; }
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "GAS")
    TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
};

4. Replication Modes

Set on the ASC after creation (server-side only):

// In BeginPlay or PossessedBy on the server:
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
ModeWhen to Use
MinimalAI or non-player actors; no GE replication to simulated proxies
MixedPlayer-controlled characters (owner gets full info, others get minimal)
FullNon-player games or debugging; all GEs replicate to all clients

5. InitAbilityActorInfo

Must be called on both server and client after possession. Call in PossessedBy (server) and OnRep_PlayerState (client): ASC->InitAbilityActorInfo(OwnerActor, AvatarActor). See references/gas-setup-patterns.md for full dual-path code with respawn handling.


GameplayAbilities

Subclass UGameplayAbility

#include "Abilities/GameplayAbility.h"

UCLASS()
class UMyFireballAbility : public UGameplayAbility
{
    GENERATED_BODY()
public:
    UMyFireballAbility();
    virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        const FGameplayEventData* TriggerEventData) override;
    virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        bool bReplicateEndAbility, bool bWasCancelled) override;
    // Ability Tasks — async building blocks for latent abilities:
    // UAbilityTask_WaitTargetData    — waits for targeting (crosshair/AoE confirm)
    // UAbilityTask_WaitGameplayEvent — waits for a GameplayEvent tag (e.g., anim notify)
    // UAbilityTask_WaitDelay         — simple timer
    // UAbilityTask_PlayMontageAndWait — montage with callbacks (see ue-animation-system)
    // See references/ability-task-reference.md for full list and custom task pattern.
    // CancelAbility — called by CancelAbilitiesWithTag or ASC->CancelAbility(Handle)
    // Internally calls EndAbility with bWasCancelled=true. Override to add cleanup:
    virtual void CancelAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        bool bReplicateCancelAbility) override;
    // Custom activation guard — return false to block activation beyond tag checks
    virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo, /*...*/) const override;
    // Must call Super first. Add custom checks (resource availability, cooldown state).
protected:
    UPROPERTY(EditDefaultsOnly, Category = "GAS")
    TSubclassOf<UGameplayEffect> DamageEffect;
};

ActivateAbility Pattern

void UMyFireballAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle,
    const FGameplayAbilityActorInfo* ActorInfo,
    const FGameplayAbilityActivationInfo ActivationInfo,
    const FGameplayEventData* TriggerEventData)
{
    // 1. Commit: validates and applies cost + cooldown
    if (!CommitAbility(Handle, ActorInfo, ActivationInfo))
    {
        EndAbility(Handle, ActorInfo, ActivationInfo, true, true);
        return;
    }
    // 2. Apply effect / spawn projectile / etc.
    FGameplayEffectSpecHandle Spec = MakeOutgoingGameplayEffectSpec(DamageEffect, GetAbilityLevel());
    FGameplayAbilityTargetDataHandle TargetData =
        UAbilitySystemBlueprintLibrary::AbilityTargetDataFromActor(
            ActorInfo->AvatarActor.Get());
    ApplyGameplayEffectSpecToTarget(Handle, ActorInfo, ActivationInfo, Spec, TargetData);
    // 3. End (instant abilities end immediately; latent abilities wait for tasks)
    EndAbility(Handle, ActorInfo, ActivationInfo, true, false);
}

CommitAbility is shorthand for CommitAbilityCost + CommitAbilityCooldown. Call them separately when needed -- e.g., commit cost without starting cooldown for a channeled ability, or commit cooldown without cost for a free ability.

Instancing and Net Execution Policy

Set in the ability constructor:

UMyFireballAbility::UMyFireballAbility()
{
    // InstancedPerActor  - one instance per actor; cheapest for persistent abilities
    // InstancedPerExecution - new instance each activation; safe for concurrency
    // NonInstanced       - CDO runs the ability; no per-execution state
    InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor;

    // LocalPredicted  - client runs immediately, server validates (player abilities)
    // ServerOnly      - authority only, no prediction
    // LocalOnly       - local client only (UI, cosmetic)
    // ServerInitiated - server activates, clients run non-authoritative predicted copy
    NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted;
}

Granting and Activating Abilities

// Grant (server/authority only):
FGameplayAbilitySpecHandle Handle = ASC->GiveAbility(
    FGameplayAbilitySpec(UMyFireballAbility::StaticClass(), 1 /*Level*/));

ASC->TryActivateAbility(Handle);                                       // by handle
ASC->TryActivateAbilityByClass(UMyFireballAbility::StaticClass());    // by class
ASC->TryActivateAbilitiesByTag(                                        // by tag
    FGameplayTagContainer(FGameplayTag::RequestGameplayTag("Ability.Skill.Fireball")));

Ability Tags

Configure in the ability CDO constructor:

// Tags this ability grants to its owner while active:
ActivationOwnedTags.AddTag(FGameplayTag::RequestGameplayTag("Ability.Active.Casting"));
// Tags that prevent this ability from activating:
ActivationBlockedTags.AddTag(FGameplayTag::RequestGameplayTag("State.Stunned"));
// Cancel other active abilities with these tags on activation:
CancelAbilitiesWithTag.AddTag(FGameplayTag::RequestGameplayTag("Ability.Active.Melee"));

GameplayEffects

Duration Policies

PolicyBehavior
InstantExecutes once; modifies attribute base value permanently
HasDurationActive for set duration; uses DurationMagnitude (seconds)
InfiniteActive until RemoveActiveGameplayEffect is called

Applying Effects

FGameplayEffectContextHandle Ctx = ASC->MakeEffectContext();
FGameplayEffectSpecHandle Spec = ASC->MakeOutgoingSpec(UMyDamageEffect::StaticClass(), Level, Ctx);

// SetByCaller: inject runtime magnitude using a tag key
Spec.Data->SetSetByCallerMagnitude(
    FGameplayTag::RequestGameplayTag("SetByCaller.Damage"), 75.f);

ASC->ApplyGameplayEffectSpecToSelf(*Spec.Data.Get());         // self
ASC->ApplyGameplayEffectSpecToTarget(*Spec.Data.Get(), TargetASC); // target

ASC->RemoveActiveGameplayEffect(ActiveHandle);                // by handle
ASC->RemoveActiveGameplayEffectBySourceEffect(
    UMyDamageEffect::StaticClass(), nullptr);                  // by class

See references/gameplay-effect-reference.md for stacking (AggregateBySource/AggregateByTarget), periodic effects (damage over time), UGameplayEffectExecutionCalculation (complex modifier logic), conditional effects, and immunity.


AttributeSet

Define Attributes

// MyHealthSet.h
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"

// Convenience macro - define in your project headers
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
    GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
    GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
    GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
    GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)

UCLASS()
class UMyHealthSet : public UAttributeSet
{
    GENERATED_BODY()
public:
    UMyHealthSet();

    // Called BEFORE any modification - use for clamping current value
    virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;

    // Called AFTER instant GE executes - react to changes (death, events)
    virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;

    virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;

    UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Health")
    FGameplayAttributeData Health;
    ATTRIBUTE_ACCESSORS(UMyHealthSet, Health)

    UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Health")
    FGameplayAttributeData MaxHealth;
    ATTRIBUTE_ACCESSORS(UMyHealthSet, MaxHealth)

protected:
    UFUNCTION()
    void OnRep_Health(const FGameplayAttributeData& OldHealth);

    UFUNCTION()
    void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth);
};

In the .cpp, implement replication and callbacks:

void UMyHealthSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    DOREPLIFETIME_CONDITION_NOTIFY(UMyHealthSet, Health, COND_None, REPNOTIFY_Always);
    DOREPLIFETIME_CONDITION_NOTIFY(UMyHealthSet, MaxHealth, COND_None, REPNOTIFY_Always);
}

void UMyHealthSet::OnRep_Health(const FGameplayAttributeData& OldHealth)
{
    GAMEPLAYATTRIBUTE_REPNOTIFY(UMyHealthSet, Health, OldHealth);
}

// PreAttributeChange: clamp CURRENT value before any modification
void UMyHealthSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
    Super::PreAttributeChange(Attribute, NewValue);
    if (Attribute == GetHealthAttribute())
        NewValue = FMath::Clamp(NewValue, 0.f, GetMaxHealth());
}

// PostGameplayEffectExecute: react AFTER instant GE modifies base value (damage, death)
void UMyHealthSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
    Super::PostGameplayEffectExecute(Data);
    if (Data.EvaluatedData.Attribute == GetHealthAttribute())
    {
        SetHealth(FMath::Clamp(GetHealth(), 0.f, GetMaxHealth()));
        if (GetHealth() <= 0.f) { /* trigger death */ }
    }
}

Register AttributeSet on ASC

// In PlayerState or Character constructor:
// Option 1: CreateDefaultSubobject (auto-registered as subobject)
HealthSet = CreateDefaultSubobject<UMyHealthSet>(TEXT("HealthSet"));

// Option 2: Runtime (authority only) — create and register as subobject:
UMyHealthSet* NewSet = NewObject<UMyHealthSet>(this);
AbilitySystemComponent->AddSpawnedAttribute(NewSet);

// Read attribute value:
float CurrentHealth = AbilitySystemComponent->GetNumericAttribute(
    UMyHealthSet::GetHealthAttribute());

Multiple AttributeSets: An ASC can host multiple UAttributeSet subclasses (e.g., UHealthSet + UOffenseSet), each auto-discovered via subobject enumeration. Never register two instances of the same class -- the second is silently ignored.


GameplayTags

Defining Tags

In Config/DefaultGameplayTags.ini or via native tags (preferred for code references):

// MyGameplayTags.h
#include "NativeGameplayTags.h"
UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Ability_Fireball)
UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_State_Stunned)

// MyGameplayTags.cpp
UE_DEFINE_GAMEPLAY_TAG_COMMENT(TAG_Ability_Fireball, "Ability.Skill.Fireball", "Fireball ability")
UE_DEFINE_GAMEPLAY_TAG_COMMENT(TAG_State_Stunned, "State.Stunned", "Actor is stunned")

Tag Matching

"A.1".MatchesTag("A") == true (hierarchical); MatchesTagExact requires exact match.

FGameplayTagContainer Tags;
Tags.HasTag(FireballTag);      // parent-aware match
Tags.HasTagExact(FireballTag); // exact only
Tags.HasAny(OtherContainer);
Tags.HasAll(OtherContainer);

// Query ASC:
ASC->HasMatchingGameplayTag(TAG_State_Stunned);
ASC->GetOwnedGameplayTags(); // FGameplayTagContainer

// Listen for changes:
ASC->RegisterGameplayTagEvent(TAG_State_Stunned, EGameplayTagEventType::NewOrRemoved)
    .AddUObject(this, &AMyCharacter::OnStunnedTagChanged);

Loose Tags (Manual, No GE)

ASC->AddLooseGameplayTag(TAG_State_Stunned);
ASC->RemoveLooseGameplayTag(TAG_State_Stunned);
// Loose tags are NOT replicated by default. To replicate a loose tag,
// pass EGameplayTagReplicationState::TagOnly as the third argument:
ASC->AddLooseGameplayTag(TAG_State_Buffed, 1, EGameplayTagReplicationState::TagOnly);
ASC->RemoveLooseGameplayTag(TAG_State_Buffed, 1, EGameplayTagReplicationState::TagOnly);

GameplayCues

Cosmetic-only (particles, sounds, decals). Never affect gameplay state. Tag prefix: GameplayCue.

In the GE asset, add FGameplayEffectCue entries with GameplayCueTags and level range.

// Burst (one-shot):
ASC->ExecuteGameplayCue(FGameplayTag::RequestGameplayTag("GameplayCue.Hit.Fire"),
    ASC->MakeEffectContext());

// Persistent (add/remove pair):
ASC->AddGameplayCue(FGameplayTag::RequestGameplayTag("GameplayCue.Buff.Speed"));
ASC->RemoveGameplayCue(FGameplayTag::RequestGameplayTag("GameplayCue.Buff.Speed"));

// Poll active state:
bool bActive = ASC->IsGameplayCueActive(FGameplayTag::RequestGameplayTag("GameplayCue.Buff.Speed"));

Cue Notify classes:

  • AGameplayCueNotify_Actor: Persistent/looping. Overrides OnActive, WhileActive, OnRemove.
  • AGameplayCueNotify_Static: Burst/one-shot. Overrides OnExecute.

Place cue notify assets in /Game/GAS/GameplayCues/ for UGameplayCueManager auto-discovery.


Common Mistakes and Anti-Patterns

ASC ownership confusion: Implement IAbilitySystemInterface on the class that *owns* the ASC (PlayerState), not just on the Pawn. Otherwise UAbilitySystemBlueprintLibrary lookups fail.

InitAbilityActorInfo only on server: Clients need it too. Call in OnRep_PlayerState (client) and PossessedBy (server). Skipping client-side init breaks attribute replication on the owning client.

GEs applied before InitAbilityActorInfo: The ASC is not ready; attributes are not registered. Always complete init before granting abilities or applying effects.

PreAttributeChange vs PostGameplayEffectExecute: PreAttributeChange fires on every current-value change (aggregator updates, buff adds/removes). Use it only to clamp. Use PostGameplayEffectExecute to react to instant GE base-value execution (damage, death). Never send game events from PreAttributeChange.

Forgetting CommitAbility: Without it, the ability runs but consumes no mana and starts no cooldown.

Loose tags not replicated: AddLooseGameplayTag does not replicate by default. Pass EGameplayTagReplicationState::TagOnly as the third argument to replicate the tag, or grant via a GE for fully replicated effect-driven tags.

Effect stacking overflow: Stacks beyond LimitCount are silently rejected. Use GetCurrentStackCount to inspect the current level before attempting further stack applications.

GAS with AI: AI has no PlayerState. Place the ASC on the AICharacter, call InitAbilityActorInfo(AICharacter, AICharacter), set replication mode to Minimal.

Hot-joining: Late-joining clients receive active effects via FActiveGameplayEffectsContainer replication after InitAbilityActorInfo. Never apply startup GEs in BeginPlay unconditionally -- server-only, or late joiners double-apply.


Reference Files

  • references/gas-setup-patterns.md — Full ASC ownership patterns and initialization sequences for PlayerState and Character owners, multiplayer and single-player
  • references/gameplay-effect-reference.md — Effect configuration, stacking rules, modifier types, execution calculations, periodic effects, conditional effects
  • references/ability-task-reference.md — Common built-in ability tasks and custom task patterns

Related Skills

  • ue-actor-component-architecture — Component setup and subobject registration
  • ue-networking-replication — Replication modes, RPCs, prediction keys
  • ue-animation-system — Montage ability tasks (PlayMontageAndWait)
  • ue-gameplay-framework — PlayerState ownership pattern, Pawn/Controller lifecycle
  • ue-cpp-foundations — Delegate binding, UPROPERTY macros, TSubclassOf patterns

平台分布

Codex

36.79%
按下载量换算244

Claude

28.54%
按下载量换算190

Cursor

19.24%
按下载量换算128

Gemini CLI

9.57%
按下载量换算64

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-abilities 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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