CrimsonAbilitySystem
A complete Gameplay Ability System (GAS) layer built on UCrimsonAbilitySet from CrimsonCommon. It gives you abilities, cooldowns, costs, a data-driven property system (UCrimsonAbilityContract), a slot-based augment system, runtime modifiers, game phases, and a graph-based combo system - without writing engine code.
Two ways to read this
Use the Blueprint / C++ / Both switch at the top of the window. Blueprint readers get editor screenshots; C++ readers get code; Both shows everything side by side.
What's included
| System | Key Type | Purpose |
|---|---|---|
| ASC | UCrimsonAbilitySystemComponent | Runtime hub - input, activation groups, modifiers, augments, cooldowns, tag stacks |
| Ability base | UCrimsonGameplayAbility | Activation policies, commit time, contract-driven properties, augment events |
| Ability subclasses | WithCastTime / Charges / Channeling / Toggle | Ready-to-use action-RPG patterns |
| Contract | UCrimsonAbilityContract | Data asset publishing an ability's properties, events, and augment slots |
| Augments | UCrimsonAbilityAugment | Rune/gem data assets that mutate abilities through declared slots |
| Combo system | UCrimsonComboGraphAsset + UCrimsonComboController | Designer-authored graphs that chain whole abilities into branching combos |
| Global & phases | UCrimsonGlobalAbilitySystem / UCrimsonGamePhaseSubsystem | Apply effects to every ASC; drive game-phase flow |
Plugin dependencies
| Type | Name |
|---|---|
| Crimson | CrimsonCommon |
| Engine | GameplayAbilities, GameplayTasks, GameplayTags, EnhancedInput, DeveloperSettings, NetCore, IrisCore |
PS-owns-ASC pattern
The ASC lives on the Player State (Lyra pattern) so it and its replicated state survive pawn respawns.
ACrimsonAbilityCharacter + ACrimsonAbilityPlayerState wire this up for you - the Quick Start uses them.Where to go next
- New here? Start with Quick Start - one working ability end to end.
- Need a specific task? See the How-To pages (grant a set, cast-time ability, augments, combos).
- Want the mental model? Read the Concept pages.
- Looking up a signature? Jump to API Reference.