GAS Editor allows to quicky create attribute set and attributes directly from Unreal Engine editor.
In the Plugins
window, enable the Gameplay Ability System
plugin and restart the editor.
For the plugin to work, you need to create a base attribute class. This step is necessary to include the required attribute set header files. This is a one-time process.
-
Once created, Unreal Engine will prompt you to open the code editor to build the class. You can choose to build it now to avoid rebuilding later while setting up the plugin, or click No and close Unreal Engine for now.
Download the plugin code that matches your Unreal Engine version.
-
Create a
Plugins
folder in your project directory if it doesn’t already exist. -
Extract the plugin files and copy the
GASPlugin
folder into thePlugins
directory.
-
Launch the project. You’ll be prompted to build the
project
and theGASPlugin
. If you’ve built the project before, only the plugin will need to be built.
-
Open the
Plugins
window and ensure that theGASPlugin
is enabled. -
Navigate to the
GAS plugin
folder. If the folder is not visible, ensure thatShow Plugin Content
is enabled. -
Locate the
GASAttributeEditor
inPlugins\GAS Editor Content\Editor
. Right-click it and selectRun Editor Utility Widget
. -
Once the editor window is open, you can enter the class name and path of an existing attribute set. For this guide, however, we'll create a new attribute set.
-
Enter the class name and path for the new attribute set, then click the
New
button. This will create and load the new attribute set. -
If successfully created, the attribute set will appear in the Generated Code box.
-
Add an attribute, like Health, by typing its name and clicking
Add
. -
Save the attribute set by clicking the
Save
button. A success message will appear upon successful saving.
After saving the attributes, you can use Live Coding to hot reload the project.
You can create a simple Gameplay Effect
to test whether the attributes were created successfully.
-
Class Name:
Specifies the name of the class header file. -
Source Folder:
The folder path where the class header file is located. -
Advanced:
This section is collapsed by default and provides additional configuration options. -
Template:
The template used to generate new attributes. It supports the following placeholders:_CLASS_
- Represents the name of the base class._NAME_
- Represents the name of the attribute.
-
Selector:
A regex pattern used to match attributes in the code. -
Region:
Specifies the region in the code where the generated code will be inserted. -
Test direct public region:
If checked, the class'spublic:
section and closing};
will be used as the insertion region instead of the defaultGAS_EDITOR_
markers. -
Load:
Loads the class header code for editing. -
Save:
Saves the generated code to the file. -
New:
Creates a new attribute set using the provided class name and source folder. This will override existing file. -
Preview:
Toggles between viewing the generated code and the original code. -
Create Attribute:
Create options to create or remove attributes. -
Add:
Adds a new attribute. -
Auto Add Max:
If enabled, automatically creates correspondingMax
attributes (e.g.,HealthMax
forHealth
).
- Attribute disappearance after editor restart: If you restart the editor, attributes might disappear. To avoid this, delete the
/Binaries
folder before reopening the editor.