Defines clear ownership, data flow, and tuning hooks for Gameplay Ability System (GAS) in Unreal Engine. Useful when abilities, effects, attributes, or tags are central and complexity is spreading.
How this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:unreal-gas-patternsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use Gameplay Ability System or equivalent ability frameworks with clear ownership, data flow, and tuning hooks.
Use Gameplay Ability System or equivalent ability frameworks with clear ownership, data flow, and tuning hooks.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeGuides intentional use of Unreal Engine's gameplay framework to clarify authority, ownership, and system lifetime. Useful for multiplayer and single-player projects.
Builds a data-driven ability system for Godot 4.x using Resource-based abilities with costs, cooldowns, casts, stat modifiers, gameplay tags, and HUD binding.
Designs scale-adaptive game architecture with engine systems and networking. Activates on mentions of 'game architecture' or 'design architecture'.