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

SystemKey TypePurpose
ASCUCrimsonAbilitySystemComponentRuntime hub - input, activation groups, modifiers, augments, cooldowns, tag stacks
Ability baseUCrimsonGameplayAbilityActivation policies, commit time, contract-driven properties, augment events
Ability subclassesWithCastTime / Charges / Channeling / ToggleReady-to-use action-RPG patterns
ContractUCrimsonAbilityContractData asset publishing an ability's properties, events, and augment slots
AugmentsUCrimsonAbilityAugmentRune/gem data assets that mutate abilities through declared slots
Combo systemUCrimsonComboGraphAsset + UCrimsonComboControllerDesigner-authored graphs that chain whole abilities into branching combos
Global & phasesUCrimsonGlobalAbilitySystem / UCrimsonGamePhaseSubsystemApply effects to every ASC; drive game-phase flow

Plugin dependencies

TypeName
CrimsonCrimsonCommon
EngineGameplayAbilities, 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.