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Unreal Engine 5 Skill System Architecture using GAS and G...
yubin yang · 2026-05-25 · via DEV Community

yubin yang

1. Overview

  • When developing the game, the most important thing I considered was implementing a structure that is expandable and reusable.
  • So, for this project, I designed a common SkillBase structure + GameplayTag based status effect system based on Unreal Engine 5's GAS (Gameplay Ability System).
  • All skills operate based on a common SkillBase, and each skill receives data through SkillData and GameplayTag.
  • Status effects are also processed based on GameplayTag, and each effect is managed as an independent Effect Object.

2. Core Architecture

Combat System Architecture

  • Designed the combat system using Unreal Engine’s Gameplay Ability System(GAS). TurnManager controls turn flow, while GameplayAbilities handle skill execution.
  • AbilitySystemComponent and AttributeSet manage damage calculations and gameplay states.

SkillBase Skill Architecture

  • Integrated all runtime skill execution data into FCBSkillContext and designed UCBGA_SkillBase to handle common skill execution flow.
  • Blueprint handles montage, camera, and combo flow control, while core functionality is implemented in C++.

Skill Execution Flow

SkillDataAsset → GameplayEvent → SkillContextBuilder → FCBSkillContext → UCBGA_SkillBase → ApplyTagToTarget

GameplayTag-Based Status Effect System

  • Designed a data-driven status effect system using GameplayTags and GameplayEffects.
  • SkillTagContainer manages active effects, while each effect inherits from UCBTagEffectBase.

Status Effect Flow

OnApplied() → OnTurnTick() → OnRemoved()

3. Result

  • I implemented turn-based skill combat using Unreal Engine's GAS.
  • Learned the importance of object-oriented architecture by separating responsibilities between SkillBase, SkillContext, and TagEffect systems.
  • Designed a GameplayTag-based status effect framework and understood the strengths of data-driven architecture.
  • Improved maintainability and collaboration efficiency by refactoring Blueprint-heavy systems into C++.
  • Used UML diagrams to visualize and share gameplay architecture with teammates.
  • Gained collaborative workflow experience using Git Fork, including branch strategies and Unreal Asset conflict resolution.

Preview gif

Skill Play YouTube Playlist

YouTubePlaylist

Github Repository

Github - CHronoBreak
- Cannot share because the source code is prohibited from being shared