Generate GAS (Gameplay Ability System) ability classes with proper structure, tags, costs, cooldowns, and Sipher project patterns. Use when creating new gameplay abilities, implementing combat actions, or scaffolding GAS ability code. Triggers on "create ability", "new ability", "GAS ability", "gameplay ability", "ability class", "combat ability".
Generate fully-structured Gameplay Ability classes following Sipher/Huli project patterns.
| Type | Base Class | Use Case |
|---|---|---|
| Basic | USipherGameplayAbility | Simple one-shot abilities |
| Combat | USipherCombatAbility | Melee/ranged attacks with hitboxes |
| Runtime | USipherGameplayAbilityRuntime | Data-driven abilities from DataAssets |
| Spell | USipherSpellsAbility | Projectile/area abilities |
| Execution | USipherExecutionAbility | Finisher/execution animations |
Ask user for:
Template for USipherGameplayAbility subclass:
// {AbilityName}.h
#pragma once
#include "CoreMinimal.h"
#include "GameplayAbilities/SipherGameplayAbility.h"
#include "{AbilityName}.generated.h"
/**
* {Brief description of what the ability does}
*
* @note Activation: {How it activates}
* @note Cost: {What it costs}
* @note Cooldown: {Cooldown duration}
*/
UCLASS()
class S2_API U{AbilityName} : public USipherGameplayAbility
{
GENERATED_BODY()