Pular para o conteúdo principal

Kit gas

38 ferramentas. Gerado a partir do código-fonte do plugin; não edite manualmente.

As descrições das ferramentas e dos argumentos são exibidas em inglês porque espelham o schema das ferramentas (o mesmo texto que o agente recebe em tools/list).

Guia​

Use gas.* for GAS-specific Blueprint classes and an existing actor's Ability System Component. Use bp.* to define project Gameplay Tags or author event graphs inside the classes created here. The kit never chooses your player/character ASC architecture.

Start with gas.get_info. In a temporary folder, call gas.create_test_setup to create one Gameplay Ability, Gameplay Effect, AttributeSet, and static Gameplay Cue class. Inspect each with gas.get_ability, gas.get_effect, gas.list_attributes, or gas.get_cue.

For ability classification, define tags with bp.add_gameplay_tag, create an ability with gas.create_ability, assign durable asset tags with gas.set_ability_tags, then use bp.* graph tools to author activation behavior. AbilityTags identifies the asset; activation requirements and owned tags remain visible in gas.get_ability.

For effects, create an effect, choose instant, infinite, or duration with gas.set_effect_duration, then assign effect/target tags with gas.set_effect_tags and gas.set_effect_granted_tags. gas.set_effect_modifiers replaces the complete ordered modifier list with direct numeric scalable magnitudes. Each entry explicitly names its AttributeSet class, attribute property (GameplayAttributeData or a legacy float attribute), operation, and magnitude; executions, attribute-based calculations, granted abilities, and cue dispatch remain game-specific work.

For attributes, create an AttributeSet class and use gas.list_attributes to audit its real GameplayAttributeData properties. During PIE, gas.get_attribute_value reads one selected property from an existing actor's ASC and reports its base and current values. Fields, clamps, and gameplay callbacks belong in the game's native/Blueprint design.

For cues, use gas.create_cue_static and gas.list_cues. Register/manage the cue tag with bp.*, then author notify behavior in the Blueprint graph.

During PIE, target an actor label or object name that already owns an AbilitySystemComponent. gas.get_asc_state combines current tags, granted abilities, and active effects. gas.activate_ability and gas.apply_effect_self keep normal authority, required-tag, cost, and cooldown checks intact. gas.add_loose_tag and gas.remove_loose_tag affect only transient ASC state and never write the project tag table.

Names for new assets cannot contain spaces, slashes, or dots. Content paths must stay under /Game. Runtime tools require a live PIE actor that owns an ASC.

Trying GAS in PIE without a project pawn​

  1. Start PIE, then call gas.spawn_test_pawn {"label":"GasTest"}. It spawns the engine's AbilitySystemTestPawn (ASC + AbilitySystemTestAttributeSet) or reuses an actor with that label; pawnClass accepts any pawn class that owns an ASC. On UE 4.27 it also initialises the GAS globals when the project has not.
  2. gas.ability_grant_class {"actor":"GasTest","class":"/Script/GameplayAbilities.GameplayAbility"} returns the new spec handle in message; gas.activate_ability uses the same class.
  3. gas.apply_effect_self applies a GameplayEffect class. Pass durationPolicy (instant, infinite, duration + durationSeconds) to apply a transient copy with that policy without editing the asset, e.g. to get an active effect from the base /Script/GameplayAbilities.GameplayEffect.
  4. Handle tools (gas.ability_get_by_handle, gas.ability_clear_handle, gas.active_effect_get_by_handle, gas.active_effect_remove_by_handle) accept a handle string or last (most recently granted ability / last listed active effect).
  5. GameplayCue is a natively registered tag on every engine with GAS, handy for gas.add_loose_tag and the cue tools when the project has no tags yet.
  6. gas.get_attribute_value {"actor":"GasTest","attributeSetClass":"/Script/GameplayAbilities.AbilitySystemTestAttributeSet","property":"Mana"} reads a test attribute.

Ferramentas​

Legenda. risco 0 = somente leitura, 1 = operação inofensiva do editor, 2 = altera asset, 3 = apaga/substitui asset, 4 = projeto/config/build, 5 = potencialmente destrutivo (chamadas acima de MaxAutoRisk exigem "_confirm": true). altera = roda numa transação (edit.undo reverte). requer PIE / requer mundo = recusado sem sessão PIE / sem nível aberto. requer plugin = indisponível quando o plugin está desativado. dryRun = aceita o argumento dryRun. smoke = coberto por edit.self_test.

gas.ability_clear_handle (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Removes one granted ability by handle from an authoritative PIE ASC.

ArgumentoTipoDescrição
handlestringobrigatório. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.ability_get_by_handle (risco 0, requer plugin GameplayAbilities, requer PIE, smoke)​

Returns the ability class for one granted ability handle.

ArgumentoTipoDescrição
handlestringobrigatório. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.ability_grant_class (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Grants an ability class on an authoritative PIE ASC; message carries the new handle.

ArgumentoTipoDescrição
classstringobrigatório. GameplayAbility or GameplayEffect Blueprint/class path.
levelintegerAbility/effect level; must be positive. Padrão 1.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.activate_ability (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Requests activation by ability class on a PIE actor ASC.

ArgumentoTipoDescrição
classstringobrigatório. GameplayAbility or GameplayEffect Blueprint/class path.
levelintegerAbility/effect level; must be positive. Padrão 1.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.active_effect_get_by_handle (risco 0, requer plugin GameplayAbilities, requer PIE, smoke)​

Returns one active effect and its remaining time.

ArgumentoTipoDescrição
handlestringobrigatório. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.active_effect_remove_by_handle (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Removes one active effect by handle.

ArgumentoTipoDescrição
handlestringobrigatório. Handle string returned by gas.ability_grant_class / gas.list_active_effects, or 'last' for the most recently granted ability / last listed active effect.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.add_loose_tag (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Adds one registered loose tag to this PIE actor ASC without editing project tag definitions.

ArgumentoTipoDescrição
tagstringobrigatório. Registered gameplay tag to add or remove from this ASC only.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.apply_effect_self (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Applies a GameplayEffect class to the same PIE actor ASC at the requested level.

ArgumentoTipoDescrição
durationPolicystringOptional duration override applied to a transient copy of the effect: '' keeps the class policy, or instant, infinite, duration.
durationSecondsnumberSeconds used when durationPolicy is 'duration'; must be positive. Padrão 5.f.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.attribute_sets_list (risco 0, requer plugin GameplayAbilities, requer PIE, smoke)​

Lists AttributeSet classes spawned on a PIE ASC.

ArgumentoTipoDescrição
actorstringobrigatório. PIE actor label or object name that owns an AbilitySystemComponent.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.create_ability (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Creates a GameplayAbility-derived Blueprint class.

ArgumentoTipoDescrição
folderstringobrigatório. Destination Content Browser folder under /Game.
namestringobrigatório. Asset name without spaces, slashes, or extension.

Retorna: item, message.

gas.create_attribute_set (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Creates an AttributeSet-derived Blueprint class.

ArgumentoTipoDescrição
folderstringobrigatório. Destination Content Browser folder under /Game.
namestringobrigatório. Asset name without spaces, slashes, or extension.

Retorna: item, message.

gas.create_cue_static (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Creates a static Gameplay Cue notify Blueprint; tag table changes stay in bp.*.

ArgumentoTipoDescrição
folderstringobrigatório. Destination Content Browser folder under /Game.
namestringobrigatório. Asset name without spaces, slashes, or extension.

Retorna: item, message.

gas.create_effect (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Creates a GameplayEffect-derived Blueprint class.

ArgumentoTipoDescrição
folderstringobrigatório. Destination Content Browser folder under /Game.
namestringobrigatório. Asset name without spaces, slashes, or extension.

Retorna: item, message.

gas.create_test_setup (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Creates reusable Ability, Effect, AttributeSet, and Cue Blueprint fixtures.

ArgumentoTipoDescrição
folderstringobrigatório. Destination Content Browser folder under /Game for all smoke fixtures.

Retorna: items, count, message.

gas.gameplay_cue_add (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Adds a persistent gameplay cue on an authoritative PIE ASC.

ArgumentoTipoDescrição
tagstringobrigatório. Registered gameplay tag to add or remove from this ASC only.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.gameplay_cue_execute (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Executes a one-shot gameplay cue on a PIE ASC.

ArgumentoTipoDescrição
tagstringobrigatório. Registered gameplay tag to add or remove from this ASC only.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.gameplay_cue_remove (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Removes a persistent gameplay cue from an authoritative PIE ASC.

ArgumentoTipoDescrição
tagstringobrigatório. Registered gameplay tag to add or remove from this ASC only.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.get_ability (risco 0, requer plugin GameplayAbilities, smoke)​

Returns ability tag and parent-class defaults.

ArgumentoTipoDescrição
assetstringobrigatório. Blueprint asset path or generated class path.

Retorna: abilityTags, activationOwnedTags, activationRequiredTags, activationBlockedTags.

gas.get_asc_state (risco 0, requer plugin GameplayAbilities, requer PIE, smoke)​

Returns owned tags, granted abilities, and active-effect handles from a PIE actor ASC.

ArgumentoTipoDescrição
actorstringobrigatório. PIE actor label or object name that owns an AbilitySystemComponent.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.get_attribute_value (risco 0, requer plugin GameplayAbilities, requer PIE, smoke)​

Reads one explicitly selected GAS attribute (GameplayAttributeData or legacy float property) from a PIE AbilitySystemComponent.

ArgumentoTipoDescrição
actorstringobrigatório. PIE actor label or object name that owns an AbilitySystemComponent.
attributeSetClassstringobrigatório. AttributeSet Blueprint/class path that declares the selected property.
propertystringobrigatório. GameplayAttributeData property name declared by attributeSetClass.

Retorna: actor, attributeSetClass, attribute, baseValue, currentValue.

gas.get_cue (risco 0, requer plugin GameplayAbilities, smoke)​

Returns a cue Blueprint's parent and notify kind.

ArgumentoTipoDescrição
assetstringobrigatório. Blueprint asset path or generated class path.

Retorna: cueKind.

gas.get_effect (risco 0, requer plugin GameplayAbilities, smoke)​

Returns GameplayEffect duration, modifier count, and tag defaults.

ArgumentoTipoDescrição
assetstringobrigatório. Blueprint asset path or generated class path.

Retorna: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.

gas.get_info (risco 0, smoke)​

Reports runtime/plugin capability and the deliberate Blueprint and Gameplay Tag boundaries.

ArgumentoTipoDescrição
folderstringFolder under /Game; empty searches all project content.
nameContainsstringOptional case-insensitive substring for asset names.
limitintegerMaximum assets returned; zero means no explicit limit. Padrão 0.

Retorna: gameplayAbilitiesAvailable, categories, notes.

gas.list_abilities (risco 0, requer plugin GameplayAbilities, smoke)​

Lists GameplayAbility-derived Blueprint classes.

ArgumentoTipoDescrição
folderstringFolder under /Game; empty searches all project content.
nameContainsstringOptional case-insensitive substring for asset names.
limitintegerMaximum assets returned; zero means no explicit limit. Padrão 0.

Retorna: items, count, message.

gas.list_active_effects (risco 0, requer plugin GameplayAbilities, requer PIE, smoke)​

Lists active effects and remaining duration from a PIE actor ASC.

ArgumentoTipoDescrição
actorstringobrigatório. PIE actor label or object name that owns an AbilitySystemComponent.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.list_assets (risco 0, requer plugin GameplayAbilities, smoke)​

Lists every GAS Blueprint asset category below a folder.

ArgumentoTipoDescrição
folderstringFolder under /Game; empty searches all project content.
nameContainsstringOptional case-insensitive substring for asset names.
limitintegerMaximum assets returned; zero means no explicit limit. Padrão 0.

Retorna: items, count, message.

gas.list_attribute_sets (risco 0, requer plugin GameplayAbilities, smoke)​

Lists AttributeSet-derived Blueprint classes.

ArgumentoTipoDescrição
folderstringFolder under /Game; empty searches all project content.
nameContainsstringOptional case-insensitive substring for asset names.
limitintegerMaximum assets returned; zero means no explicit limit. Padrão 0.

Retorna: items, count, message.

gas.list_attributes (risco 0, requer plugin GameplayAbilities, smoke)​

Lists GameplayAttributeData properties exposed by an AttributeSet class.

ArgumentoTipoDescrição
assetstringobrigatório. Blueprint asset path or generated class path.

Retorna: attributes, count.

gas.list_cues (risco 0, requer plugin GameplayAbilities, smoke)​

Lists static or actor Gameplay Cue notify Blueprint classes.

ArgumentoTipoDescrição
folderstringFolder under /Game; empty searches all project content.
nameContainsstringOptional case-insensitive substring for asset names.
limitintegerMaximum assets returned; zero means no explicit limit. Padrão 0.

Retorna: items, count, message.

gas.list_effects (risco 0, requer plugin GameplayAbilities, smoke)​

Lists GameplayEffect-derived Blueprint classes.

ArgumentoTipoDescrição
folderstringFolder under /Game; empty searches all project content.
nameContainsstringOptional case-insensitive substring for asset names.
limitintegerMaximum assets returned; zero means no explicit limit. Padrão 0.

Retorna: items, count, message.

gas.list_granted_abilities (risco 0, requer plugin GameplayAbilities, requer PIE, smoke)​

Lists abilities currently granted to a PIE actor ASC.

ArgumentoTipoDescrição
actorstringobrigatório. PIE actor label or object name that owns an AbilitySystemComponent.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.remove_loose_tag (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Removes one registered loose tag from this PIE actor ASC.

ArgumentoTipoDescrição
tagstringobrigatório. Registered gameplay tag to add or remove from this ASC only.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.

gas.set_ability_tags (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Replaces AbilityTags, which classify the ability asset.

ArgumentoTipoDescrição
assetstringobrigatório. Blueprint asset path or generated class path.
tagsarray of stringobrigatório. Registered Gameplay Tags to assign.

Retorna: abilityTags, activationOwnedTags, activationRequiredTags, activationBlockedTags.

gas.set_effect_duration (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Sets the durable duration policy without inventing modifier semantics.

ArgumentoTipoDescrição
assetstringobrigatório. GameplayEffect Blueprint asset path or generated class path.
policystringobrigatório. Duration policy: instant, infinite, or duration.

Retorna: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.

gas.set_effect_granted_tags (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Replaces the tags an active effect grants to its target.

ArgumentoTipoDescrição
assetstringobrigatório. Blueprint asset path or generated class path.
tagsarray of stringobrigatório. Registered Gameplay Tags to assign.

Retorna: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.

gas.set_effect_modifiers (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Replaces an effect's direct numeric AttributeSet modifiers (GameplayAttributeData or legacy float attributes) in the supplied order.

ArgumentoTipoDescrição
assetstringobrigatório. GameplayEffect Blueprint asset path or generated class path.
modifiersarray of UeaGasEffectModifierInputobrigatório. Ordered direct numeric modifiers that replace the effect's complete modifier list.

Retorna: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.

gas.set_effect_tags (risco 2, altera, requer plugin GameplayAbilities, smoke)​

Replaces the effect asset tags, not the project's gameplay tag table.

ArgumentoTipoDescrição
assetstringobrigatório. Blueprint asset path or generated class path.
tagsarray of stringobrigatório. Registered Gameplay Tags to assign.

Retorna: durationPolicy, modifierCount, effectTags, grantedTags, modifiers, warnings.

gas.spawn_test_pawn (risco 1, altera, requer plugin GameplayAbilities, requer PIE, smoke)​

Spawns (or reuses by label) a PIE pawn that owns an AbilitySystemComponent; default is the engine AbilitySystemTestPawn with AbilitySystemTestAttributeSet.

ArgumentoTipoDescrição
labelstringobrigatório. Actor label for the spawned pawn; an existing PIE actor with this label is reused.
pawnClassstringPawn class that owns an AbilitySystemComponent; default is the engine's AbilitySystemTestPawn (ASC + AbilitySystemTestAttributeSet).
location{x,y,z}World location in centimeters.

Retorna: actor, ownedTags, grantedAbilities, activeEffects, remainingSeconds, count, message.