gas kit
38 tools. Generated from the plugin source; do not edit by hand.
Guide
Use gas.* for GAS-specific Blueprint classes and an existing actor's Ability System Component. Use bp.* to define project Gameplay Tags or author event graphs inside the classes created here. The kit never chooses your player/character ASC architecture.
Start with gas.get_info. In a temporary folder, call gas.create_test_setup to create one Gameplay Ability, Gameplay Effect, AttributeSet, and static Gameplay Cue class. Inspect each with gas.get_ability, gas.get_effect, gas.list_attributes, or gas.get_cue.
For ability classification, define tags with bp.add_gameplay_tag, create an ability with gas.create_ability, assign durable asset tags with gas.set_ability_tags, then use bp.* graph tools to author activation behavior. AbilityTags identifies the asset; activation requirements and owned tags remain visible in gas.get_ability.
For effects, create an effect, choose instant, infinite, or duration with gas.set_effect_duration, then assign effect/target tags with gas.set_effect_tags and gas.set_effect_granted_tags. gas.set_effect_modifiers replaces the complete ordered modifier list with direct numeric scalable magnitudes. Each entry explicitly names its AttributeSet class, attribute property (GameplayAttributeData or a legacy float attribute), operation, and magnitude; executions, attribute-based calculations, granted abilities, and cue dispatch remain game-specific work.
For attributes, create an AttributeSet class and use gas.list_attributes to audit its real GameplayAttributeData properties. During PIE, gas.get_attribute_value reads one selected property from an existing actor's ASC and reports its base and current values. Fields, clamps, and gameplay callbacks belong in the game's native/Blueprint design.
For cues, use gas.create_cue_static and gas.list_cues. Register/manage the cue tag with bp.*, then author notify behavior in the Blueprint graph.
During PIE, target an actor label or object name that already owns an AbilitySystemComponent. gas.get_asc_state combines current tags, granted abilities, and active effects. gas.activate_ability and gas.apply_effect_self keep normal authority, required-tag, cost, and cooldown checks intact. gas.add_loose_tag and gas.remove_loose_tag affect only transient ASC state and never write the project tag table.
Names for new assets cannot contain spaces, slashes, or dots. Content paths must stay under /Game. Runtime tools require a live PIE actor that owns an ASC.
Trying GAS in PIE without a project pawn
- Start PIE, then call
gas.spawn_test_pawn {"label":"GasTest"}. It spawns the engine'sAbilitySystemTestPawn(ASC +AbilitySystemTestAttributeSet) or reuses an actor with that label;pawnClassaccepts any pawn class that owns an ASC. On UE 4.27 it also initialises the GAS globals when the project has not. gas.ability_grant_class {"actor":"GasTest","class":"/Script/GameplayAbilities.GameplayAbility"}returns the new spec handle inmessage;gas.activate_abilityuses the same class.gas.apply_effect_selfapplies a GameplayEffect class. PassdurationPolicy(instant,infinite,duration+durationSeconds) to apply a transient copy with that policy without editing the asset, e.g. to get an active effect from the base/Script/GameplayAbilities.GameplayEffect.- Handle tools (
gas.ability_get_by_handle,gas.ability_clear_handle,gas.active_effect_get_by_handle,gas.active_effect_remove_by_handle) accept a handle string orlast(most recently granted ability / last listed active effect). GameplayCueis a natively registered tag on every engine with GAS, handy forgas.add_loose_tagand the cue tools when the project has no tags yet.gas.get_attribute_value {"actor":"GasTest","attributeSetClass":"/Script/GameplayAbilities.AbilitySystemTestAttributeSet","property":"Mana"}reads a test attribute.
Tools
Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above
MaxAutoRiskneed"_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours thedryRunargument. smoke = covered byedit.self_test.
gas.ability_clear_handle (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Removes one granted ability by handle from an authoritative PIE ASC.
| Argument | Type | Description |
|---|---|---|
handle | string | required. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.ability_get_by_handle (risk 0, requires plugin GameplayAbilities, requires PIE, smoke)
Returns the ability class for one granted ability handle.
| Argument | Type | Description |
|---|---|---|
handle | string | required. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.ability_grant_class (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Grants an ability class on an authoritative PIE ASC; message carries the new handle.
| Argument | Type | Description |
|---|---|---|
class | string | required. GameplayAbility or GameplayEffect Blueprint/class path. |
level | integer | Ability/effect level; must be positive. Default 1. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.activate_ability (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Requests activation by ability class on a PIE actor ASC.
| Argument | Type | Description |
|---|---|---|
class | string | required. GameplayAbility or GameplayEffect Blueprint/class path. |
level | integer | Ability/effect level; must be positive. Default 1. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.active_effect_get_by_handle (risk 0, requires plugin GameplayAbilities, requires PIE, smoke)
Returns one active effect and its remaining time.
| Argument | Type | Description |
|---|---|---|
handle | string | required. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.active_effect_remove_by_handle (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Removes one active effect by handle.
| Argument | Type | Description |
|---|---|---|
handle | string | required. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.add_loose_tag (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Adds one registered loose tag to this PIE actor ASC without editing project tag definitions.
| Argument | Type | Description |
|---|---|---|
tag | string | required. Registered gameplay tag to add or remove from this ASC only. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.apply_effect_self (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Applies a GameplayEffect class to the same PIE actor ASC at the requested level.
| Argument | Type | Description |
|---|---|---|
durationPolicy | string | Optional duration override applied to a transient copy of the effect: '' keeps the class policy, or instant, infinite, duration. |
durationSeconds | number | Seconds used when durationPolicy is 'duration'; must be positive. Default 5.f. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.attribute_sets_list (risk 0, requires plugin GameplayAbilities, requires PIE, smoke)
Lists AttributeSet classes spawned on a PIE ASC.
| Argument | Type | Description |
|---|---|---|
actor | string | required. PIE actor label or object name that owns an AbilitySystemComponent. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.create_ability (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Creates a GameplayAbility-derived Blueprint class.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Destination Content Browser folder under /Game. |
name | string | required. Asset name without spaces, slashes, or extension. |
Returns: item, message.
gas.create_attribute_set (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Creates an AttributeSet-derived Blueprint class.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Destination Content Browser folder under /Game. |
name | string | required. Asset name without spaces, slashes, or extension. |
Returns: item, message.
gas.create_cue_static (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Creates a static Gameplay Cue notify Blueprint; tag table changes stay in bp.*.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Destination Content Browser folder under /Game. |
name | string | required. Asset name without spaces, slashes, or extension. |
Returns: item, message.
gas.create_effect (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Creates a GameplayEffect-derived Blueprint class.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Destination Content Browser folder under /Game. |
name | string | required. Asset name without spaces, slashes, or extension. |
Returns: item, message.
gas.create_test_setup (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Creates reusable Ability, Effect, AttributeSet, and Cue Blueprint fixtures.
| Argument | Type | Description |
|---|---|---|
folder | string | required. Destination Content Browser folder under /Game for all smoke fixtures. |
Returns: items, count, message.
gas.gameplay_cue_add (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Adds a persistent gameplay cue on an authoritative PIE ASC.
| Argument | Type | Description |
|---|---|---|
tag | string | required. Registered gameplay tag to add or remove from this ASC only. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.gameplay_cue_execute (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Executes a one-shot gameplay cue on a PIE ASC.
| Argument | Type | Description |
|---|---|---|
tag | string | required. Registered gameplay tag to add or remove from this ASC only. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.gameplay_cue_remove (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Removes a persistent gameplay cue from an authoritative PIE ASC.
| Argument | Type | Description |
|---|---|---|
tag | string | required. Registered gameplay tag to add or remove from this ASC only. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.get_ability (risk 0, requires plugin GameplayAbilities, smoke)
Returns ability tag and parent-class defaults.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Blueprint asset path or generated class path. |
Returns: abilityTags, activationOwnedTags, activationRequiredTags, activationBlockedTags.
gas.get_asc_state (risk 0, requires plugin GameplayAbilities, requires PIE, smoke)
Returns owned tags, granted abilities, and active-effect handles from a PIE actor ASC.
| Argument | Type | Description |
|---|---|---|
actor | string | required. PIE actor label or object name that owns an AbilitySystemComponent. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.get_attribute_value (risk 0, requires plugin GameplayAbilities, requires PIE, smoke)
Reads one explicitly selected GAS attribute (GameplayAttributeData or legacy float property) from a PIE AbilitySystemComponent.
| Argument | Type | Description |
|---|---|---|
actor | string | required. PIE actor label or object name that owns an AbilitySystemComponent. |
attributeSetClass | string | required. AttributeSet Blueprint/class path that declares the selected property. |
property | string | required. GameplayAttributeData property name declared by attributeSetClass. |
Returns: actor, attributeSetClass, attribute, baseValue, currentValue.
gas.get_cue (risk 0, requires plugin GameplayAbilities, smoke)
Returns a cue Blueprint's parent and notify kind.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Blueprint asset path or generated class path. |
Returns: cueKind.
gas.get_effect (risk 0, requires plugin GameplayAbilities, smoke)
Returns GameplayEffect duration, modifier count, and tag defaults.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Blueprint asset path or generated class path. |
Returns: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.
gas.get_info (risk 0, smoke)
Reports runtime/plugin capability and the deliberate Blueprint and Gameplay Tag boundaries.
| Argument | Type | Description |
|---|---|---|
folder | string | Folder under /Game; empty searches all project content. |
nameContains | string | Optional case-insensitive substring for asset names. |
limit | integer | Maximum assets returned; zero means no explicit limit. Default 0. |
Returns: gameplayAbilitiesAvailable, categories, notes.
gas.list_abilities (risk 0, requires plugin GameplayAbilities, smoke)
Lists GameplayAbility-derived Blueprint classes.
| Argument | Type | Description |
|---|---|---|
folder | string | Folder under /Game; empty searches all project content. |
nameContains | string | Optional case-insensitive substring for asset names. |
limit | integer | Maximum assets returned; zero means no explicit limit. Default 0. |
Returns: items, count, message.
gas.list_active_effects (risk 0, requires plugin GameplayAbilities, requires PIE, smoke)
Lists active effects and remaining duration from a PIE actor ASC.
| Argument | Type | Description |
|---|---|---|
actor | string | required. PIE actor label or object name that owns an AbilitySystemComponent. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.list_assets (risk 0, requires plugin GameplayAbilities, smoke)
Lists every GAS Blueprint asset category below a folder.
| Argument | Type | Description |
|---|---|---|
folder | string | Folder under /Game; empty searches all project content. |
nameContains | string | Optional case-insensitive substring for asset names. |
limit | integer | Maximum assets returned; zero means no explicit limit. Default 0. |
Returns: items, count, message.
gas.list_attribute_sets (risk 0, requires plugin GameplayAbilities, smoke)
Lists AttributeSet-derived Blueprint classes.
| Argument | Type | Description |
|---|---|---|
folder | string | Folder under /Game; empty searches all project content. |
nameContains | string | Optional case-insensitive substring for asset names. |
limit | integer | Maximum assets returned; zero means no explicit limit. Default 0. |
Returns: items, count, message.
gas.list_attributes (risk 0, requires plugin GameplayAbilities, smoke)
Lists GameplayAttributeData properties exposed by an AttributeSet class.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Blueprint asset path or generated class path. |
Returns: attributes, count.
gas.list_cues (risk 0, requires plugin GameplayAbilities, smoke)
Lists static or actor Gameplay Cue notify Blueprint classes.
| Argument | Type | Description |
|---|---|---|
folder | string | Folder under /Game; empty searches all project content. |
nameContains | string | Optional case-insensitive substring for asset names. |
limit | integer | Maximum assets returned; zero means no explicit limit. Default 0. |
Returns: items, count, message.
gas.list_effects (risk 0, requires plugin GameplayAbilities, smoke)
Lists GameplayEffect-derived Blueprint classes.
| Argument | Type | Description |
|---|---|---|
folder | string | Folder under /Game; empty searches all project content. |
nameContains | string | Optional case-insensitive substring for asset names. |
limit | integer | Maximum assets returned; zero means no explicit limit. Default 0. |
Returns: items, count, message.
gas.list_granted_abilities (risk 0, requires plugin GameplayAbilities, requires PIE, smoke)
Lists abilities currently granted to a PIE actor ASC.
| Argument | Type | Description |
|---|---|---|
actor | string | required. PIE actor label or object name that owns an AbilitySystemComponent. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.remove_loose_tag (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Removes one registered loose tag from this PIE actor ASC.
| Argument | Type | Description |
|---|---|---|
tag | string | required. Registered gameplay tag to add or remove from this ASC only. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.
gas.set_ability_tags (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Replaces AbilityTags, which classify the ability asset.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Blueprint asset path or generated class path. |
tags | array of string | required. Registered Gameplay Tags to assign. |
Returns: abilityTags, activationOwnedTags, activationRequiredTags, activationBlockedTags.
gas.set_effect_duration (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Sets the durable duration policy without inventing modifier semantics.
| Argument | Type | Description |
|---|---|---|
asset | string | required. GameplayEffect Blueprint asset path or generated class path. |
policy | string | required. Duration policy: instant, infinite, or duration. |
Returns: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.
gas.set_effect_granted_tags (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Replaces the tags an active effect grants to its target.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Blueprint asset path or generated class path. |
tags | array of string | required. Registered Gameplay Tags to assign. |
Returns: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.
gas.set_effect_modifiers (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Replaces an effect's direct numeric AttributeSet modifiers (GameplayAttributeData or legacy float attributes) in the supplied order.
| Argument | Type | Description |
|---|---|---|
asset | string | required. GameplayEffect Blueprint asset path or generated class path. |
modifiers | array of UeaGasEffectModifierInput | required. Ordered direct numeric modifiers that replace the effect's complete modifier list. |
Returns: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.
gas.set_effect_tags (risk 2, mutates, requires plugin GameplayAbilities, smoke)
Replaces the effect asset tags, not the project's gameplay tag table.
| Argument | Type | Description |
|---|---|---|
asset | string | required. Blueprint asset path or generated class path. |
tags | array of string | required. Registered Gameplay Tags to assign. |
Returns: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.
gas.spawn_test_pawn (risk 1, mutates, requires plugin GameplayAbilities, requires PIE, smoke)
Spawns (or reuses by label) a PIE pawn that owns an AbilitySystemComponent; default is the engine AbilitySystemTestPawn with AbilitySystemTestAttributeSet.
| Argument | Type | Description |
|---|---|---|
label | string | required. Actor label for the spawned pawn; an existing PIE actor with this label is reused. |
pawnClass | string | Pawn class that owns an AbilitySystemComponent; default is the engine's AbilitySystemTestPawn (ASC + AbilitySystemTestAttributeSet). |
location | {x,y,z} | World location in centimeters. |
Returns: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.