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FW GAS System

Version 1.0 | Category: Gameplay | Loading Phase: PreDefault | Dependencies: GameplayAbilities, ModularGameplay, GameFeatures, EnhancedInput

An integrated Gameplay Ability System framework providing a complete foundation for ability-driven gameplay. FWGASSystem wraps Unreal's GAS with opinionated components for ability granting, input binding, combo systems, ability queuing, modular gameplay actors, and GameFeature actions -- reducing boilerplate and accelerating development.


Key Features

  • Streamlined ASC setup. UFWAbilitySystemComponent auto-grants abilities, attributes, effects, and ability sets from editor-configurable arrays. No manual initialization code required.
  • EnhancedInput binding. UFWAbilityInputBindingComponent bridges GAS ability activation with UE5's Enhanced Input system. Bind abilities to Input Actions with configurable trigger events.
  • Combo system. UFWComboManagerComponent with FWComboWindowNotifyState and FWTriggerComboNotify anim notifies enable montage-driven combo chains with network replication.
  • Ability queuing. UFWAbilityQueueComponent with FWAbilityQueueNotifyState allows players to queue the next ability during an active animation window.
  • Data-driven ability sets. UFWAbilitySet DataAssets bundle abilities, attributes, effects, and owned tags for bulk granting and removal with handle-based lifecycle management.
  • Modular gameplay actors. Pre-built base classes (AFWModularCharacter, AFWModularPlayerState, etc.) with IGameFrameworkInitStateInterface support for modular game feature integration.
  • GameFeature actions. UFWGameFeatureAction_AddAbilities, UFWGameFeatureAction_AddAnimLayers, UFWGameFeatureAction_AddInputMappingContext for clean feature-driven content injection.
  • Core component abstraction. UFWGASCoreComponent provides a unified event surface for attribute changes, ability lifecycle, effect tracking, cooldowns, and death -- abstracting away ASC owner/avatar complexity.
  • Built-in attribute set. UFWAttributeSet ships with Health, Stamina, Mana (each with Max and RegenRate), plus Damage and StaminaDamage meta attributes.
  • Effect containers. FFWGameplayEffectContainer and FFWGameplayEffectContainerSpec simplify targeting and effect application patterns.

Architecture Overview

UFWAbilitySystemComponent (extends UAbilitySystemComponent)
 +-- GrantedAbilities (FFWAbilityInputMapping[])
 +-- GrantedAttributes (FFWAttributeSetDefinition[])
 +-- GrantedEffects (TSubclassOf<UGameplayEffect>[])
 +-- GrantedAbilitySets (TSoftObjectPtr<UFWAbilitySet>[])
 +-- Auto-grants on InitAbilityActorInfo

UFWGASCoreComponent (per-actor abstraction)
 +-- Attribute change events (Health, Stamina, Mana, Fervor, generic)
 +-- Ability lifecycle events (Activated, Ended, Failed, Committed)
 +-- Effect tracking events (Added, Removed, Stack/Time Change)
 +-- Tag change events
 +-- Cooldown events
 +-- Death system

UFWComboManagerComponent
 +-- ComboIndex (replicated)
 +-- Combo window state (replicated)
 +-- Server/Multicast RPCs for combo activation

UFWAbilityQueueComponent
 +-- Queue state management
 +-- Allowed abilities filtering

UFWAbilityInputBindingComponent
 +-- InputAction -> AbilitySpecHandle mapping
 +-- EnhancedInput integration

UFWAbilitySet (DataAsset)
 +-- Abilities + Input bindings
 +-- Attribute Sets + Init data
 +-- Effects
 +-- Owned Tags

GameFeature Actions
 +-- AddAbilities, AddAnimLayers, AddInputMappingContext

Module Structure

Directory Contents
Source/FWGASSystem/Public/Abilities/ ASC, GameplayAbility, AbilitySet, Types, TargetType, Blueprint Library
Source/FWGASSystem/Public/Abilities/Attributes/ AttributeSetBase, AttributeSet
Source/FWGASSystem/Public/Components/ GASCoreComponent, AbilityQueue, ComboManager, InputBinding, LinkAnimLayers
Source/FWGASSystem/Public/Animations/ Anim notifies (AbilityQueue, ComboWindow, TriggerCombo), NativeAnimInstance
Source/FWGASSystem/Public/GameFeatures/ GameFeature actions and types
Source/FWGASSystem/Public/ModularGameplayActors/ Modular base classes
Source/FWGASSystem/Public/UI/ Debug widgets (AbilityQueue, Combo, HUD), UserWidget base
Source/FWGASSystem/Public/Core/Settings/ Developer settings
Source/FWGASSystem/Public/Subsystems/ Console manager subsystem

Page Description
Installation Adding the plugin and its dependencies
Quick Start Get abilities working in under 10 minutes
API Reference Complete C++ class and struct reference
Blueprints Blueprint-exposed functions and events
Configuration Developer settings and DataAsset configuration
Tutorials Step-by-step guide: Creating a Combat Ability with Combos
FAQ Common questions and troubleshooting
Migration Guide Upgrading between versions
Changelog Version history