Leveraging the Gameplay Ability System in Unreal Engine | Alex Coultas | NZGDC 2025

Leveraging the Gameplay Ability System in Unreal Engine | Alex Coultas | NZGDC 2025

🎙 Alex Coultas 👥 1K 📅 October 9, 2025 ⏱ 37 min 👁 83 📄 tutorial 🧭 2026-08-16
Available in: English (current) Français

Keywords

Gameplay Ability SystemUnreal EngineGameplay TagsGameplay EffectsGameplay Abilities

Summary

In this NZGDC 2025 talk, Alex Coultas, systems and gameplay lead at Mighty Eyes, presents the Gameplay Ability System (GAS) in Unreal Engine. He begins by explaining the core components: gameplay tags, ability system component, gameplay events, gameplay effects, gameplay abilities, gameplay cues, and attributes. He emphasizes that GAS is not only for abilities but can be applied to various game systems, including puzzles, interactions, and narrative elements. Coultas discusses the blueprint limitations, noting that some interfaces require C++ implementation, and introduces his own plugin to address this. He demonstrates basic usage patterns, such as using tags for state management and events for single-fire triggers, and shows how to leverage gameplay effects for safer tag management. He then presents more advanced scenarios, including conditional activation based on tag queries and using gameplay effects to manage interactions between multiple actors. Throughout, he draws on his experience developing ‘Wanderer: The Fragments of Fate’, a VR puzzle platformer, to illustrate practical applications. The talk concludes with debugging tips and a link to his slides and plugin.

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Critical Evaluation

Value of the Information & Strength of the Argument

The talk provides valuable, practical insights into using the Gameplay Ability System beyond its typical combat applications. Coultas demonstrates how GAS can be used for puzzles, interactions, and narrative systems, showing its flexibility. He argues for the benefits of using tags and events for decoupling game logic, which improves robustness and maintainability. The argumentation is solid, supported by concrete examples from his project ‘Wanderer: The Fragments of Fate’. He also addresses limitations and provides workarounds, such as his plugin for blueprint support. The presentation is well-structured, moving from basics to advanced usage, and includes practical code snippets and diagrams.

Scientific Rigor, Source Quality, Title Accuracy

The talk is technically rigorous, with clear explanations of the system’s components and their interactions. Coultas references official Unreal Engine documentation and provides his own plugin as a resource. However, he does not cite external sources beyond the documentation, and the talk is based on his personal experience rather than formal research. The title accurately reflects the content, which focuses on leveraging GAS in Unreal Engine. The talk is aimed at developers with some Unreal Engine experience, but the content is presented clearly. No comments were provided for analysis.

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Title / Content Match

The title accurately reflects the content: a detailed presentation on leveraging the Gameplay Ability System in Unreal Engine, with practical examples from the speaker's project.

Quality & Reliability

8/10

The talk is a technical tutorial by an experienced developer, providing practical insights and code examples. It is grounded in real project experience (Wanderer: The Fragments of Fate) and references official Unreal Engine documentation. The content is coherent and well-structured, though it lacks formal citations and peer review.

Key Moments

Cited Sources

Concurring Sources

Contribution & Novelties

The talk provides a novel perspective on using the Gameplay Ability System beyond combat, demonstrating its application to puzzles, interactions, and narrative systems. Coultas shares practical insights from his experience on ‘Wanderer: The Fragments of Fate’, including workarounds for blueprint limitations and advanced tag management techniques. The presentation is valuable for developers seeking to leverage GAS in non-traditional ways.

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98 words

Radar Profile

The radar profile shows high scores in quantity and quality of information, indicating a dense and well-presented technical talk. The technical level is high, reflecting the advanced nature of the content. The reliability score is slightly lower due to the lack of formal citations, but the practical experience lends credibility.

Reliability 7/10