What problem does it solve? Building networked abilities, attributes, and status effects in Unreal Engine requires coordinating the Ability System Component, attribute sets, Gameplay Effects, ability tasks, and Gameplay Cues, where small mistakes like missing InitGlobalData or a forgotten EndAbility cause silent failures. ## Core Features & Use Cases - Ability Implementation: Guides the full UGameplayAbility lifecycle including CanActivateAbility, CommitAbility, EndAbility, instancing policies, and net execution policies for server-authoritative activation with client prediction. - Attributes and Effects: Covers UAttributeSet with the ATTRIBUTE_ACCESSORS macro, PreAttributeChange clamping, PostGameplayEffectExecute reactions, and component-based UGameplayEffect assets with modifiers, stacking, and SetByCaller magnitudes. - Async Tasks and Cues: Explains UAbilityTask patterns (WaitDelay, PlayMontageAndWait, WaitGameplayEvent) and Gameplay Cues for replicated cosmetic VFX/SFX without bespoke RPCs. - Use Case: Add a dash ability with a stamina cost and 5-second cooldown to a multiplayer character, with the ASC hosted on the PlayerState so state survives respawn. ## Quick Start Use the gameplay-ability-system skill to create a dash ability with a stamina cost and cooldown for my multiplayer character.