Modular Ability System plugin
2025
This plugin was developed as a personal portfolio project to showcase my skills in C++ gameplay systems, modular design, and Unreal Engine networking. It's inspired by the Gameplay Ability System (GAS), but built from scratch with clarity, extensibility, and easy implementation in mind.
My goal was to create a professional-quality, plug-and-play multiplayer ability framework that could be dropped into a Unreal Engine project and easily extended via both Blueprint and C++, which can speed up small/medium scope project development.
Fully networked and replicated support for abilities, attributes, gameplay tags, and status effects.
Modular architecture with clean C++ base classes and Blueprint extension points.
Feature set includes:
Cooldowns, resource costs, and tag-driven animations.
Duration-based buffs/debuffs with stacking and expiration.
Attribute system with real-time replication and gameplay effect application.
Targeting system for actors, arrays, and locations.
Networked VFX/SFX management and cleanup.
Casting & launch control via Animation Montage.
I built this system to demonstrate advanced understanding of gameplay systems, specifically:
Deep control over Unreal Engine’s replication model
Clean and scalable plugin architecture for teams or reuse across projects
Balance between flexibility and designer usability (via Blueprint exposure)
Emulating the power of GAS without its complexity
This project reflects my ability to design reliable, extensible game systems used in real-world production scenarios, and to write clean, modular C++ code suitable for both solo development and collaborative team environments.