Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with…

MITAuto-check passedGame Development

Install Gas

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill gas -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE gas --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/gas .claude/skills/gas && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
gas
GitHub stars
730
Token cost
~1.8k tokens
SKILL.md length
599 words
Files
1
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with…

  • The user asks to add abilities
  • SKILL.md covers Ownership matrix — who does what, Python exposure facts…, PIE verification recipe (one… and C++ authoring gotchas (for the…, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Damage/buff effects

What it does

Gas is an agent skill from kevinpbuckley/VibeUE. Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with Blueprint/Object tools and Python. Use when the user asks to add abilities, attributes, damage/buff effects, cooldowns, gameplay cues, or to inspect a live ASC.

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. It works with Python. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to add abilities
  • Damage/buff effects
  • Inspect a live ASC

Example prompts

  • “/gas”

Requirements

  • Python 3

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Gas loads about 1.8k tokens when it runs. Until then it costs about 91 tokens; SKILL.md has 599 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~91
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 599 words, ~1,830 tokens.

Download SKILL.mdSave it as .claude/skills/gas/SKILL.md (or your agent's skills folder).
name
gas
description
Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with Blueprint/Object tools and Python. Use when the user asks to add abilities, attributes, damage/buff effects, cooldowns, gameplay cues, or to inspect a live ASC.
display_name
Gameplay Ability System (GAS)
vibeue_classes
GameplayTagService, BlueprintService
unreal_classes
UAbilitySystemComponent, UGameplayAbility, UGameplayEffect, UAttributeSet, UAbilitySystemBlueprintLibrary
keywords
gameplay ability system, GAS, ability system component, ASC, attribute set, gameplay effect, gameplay event, gameplay cue, cooldown, cost

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "gameplay-ability-system"} for UE domain knowledge (ASC setup, attribute/effect/ability APIs, networking) — treat it as the rubric for any review / "best practices" question. If no such tool is available, skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Gameplay Ability System Skill

Compose, do not duplicate. Everything GAS needs already exists across Epic's engine toolsets, the generic Blueprint/Object tools, and Python. VibeUE adds no GAS wrapper service; this skill is the routing map plus the live-verified gotchas.

Ownership matrix — who does what

OperationOwner
Inspect a live ASC (PIE): attributes, active tags, active effects, granted abilitiesEpic GASToolsets.AbilitySystemInspectorToolset → GetAttributeValues / GetActiveTags / GetActiveEffects / GetGrantedAbilities. Input is {"actor": {"refPath": "<actor path>"}} — works on PIE actors, no selection needed
Discover attribute set classes / attributesEpic GASToolsets.AttributeSetToolset → FindAttributeSetClasses / ListAttributes
Gameplay Cue notify assets + cue tagsEpic GASToolsets.GameplayCueToolset (list/get/create/execute-on-selected)
Tag CRUD (add/remove/rename/list single tags)Epic GameplayTagsToolset — see the gameplay-tags skill
Bulk tag registration, hierarchy queries, existence checksunreal.GameplayTagService (VibeUE delta — see gameplay-tags)
Create GameplayAbility / GameplayEffect / AttributeSet Blueprint subclasses, CDO configEpic BlueprintTools + ObjectTools (or native Python BlueprintFactory with the right ParentClass)
Ability / cue Blueprint graphsEpic BlueprintTools + unreal.BlueprintService.build_graph (see blueprint-graphs)
GameplayEffect legacy tag containers (Asset/Target Tags)unreal.BlueprintService.set_property — maps them onto the UE 5.3+ GE Components (VibeUE #539/#541)
Runtime PIE testingEditorToolset.EditorAppToolset StartPIE/StopPIE + Python on live actors (below)
Native C++ attribute sets / effects / abilitiesCoding-agent handoff — C++ patterns below are for that agent, not for editor tools

Python exposure facts (live-verified, UE 5.8)

  • UAbilitySystemBlueprintLibrary is exposed as unreal.AbilitySystemLibrary (the "BlueprintLibrary" name does not exist in Python). asc = unreal.AbilitySystemLibrary.get_ability_system_component(actor).
  • FGameplayTag cannot be constructed from raw Python: unreal.GameplayTag(tag_name=...) is rejected, TagName is read-only via set_editor_property, and GameplayTagLibrary.make_literal_gameplay_tag takes an FGameplayTag (circular). Use VibeUE's escape hatch: unreal.GameplayTagService.request_tag("A.B.C") returns the real registered tag VALUE (invalid tag for unknown names — check with GameplayTagLibrary.is_gameplay_tag_valid), and request_tag_container([...]) batches into a container. That unlocks every tag-typed API: asc.has_matching_gameplay_tag, send_gameplay_event_to_actor, assign_tag_set_by_caller_magnitude, tag-keyed TMap authoring, and tag queries. For pure READS the Epic inspector GetActiveTags also returns tag names as strings without needing tag values.
  • asc.get_owned_gameplay_tags() is NOT exposed. Use the inspector.
  • ASC BlueprintCallables that take a class work fine: asc.try_activate_ability_by_class(unreal.MyGA_Class) — this is the reliable Python path to drive abilities in PIE (it bypasses any component-level gates, which makes tests deterministic).
  • Multiple activations inside ONE execute_python_code call happen in the same frame — no timers tick and no GE durations expire between them. Exploit this to hit caps/lockouts deterministically instead of sleeping wall-clock time.
Show full SKILL.md (181 more words)Show less

PIE verification recipe (one round-trip per step)

python
import unreal, json
world = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_game_world()
pawn = unreal.GameplayStatics.get_player_pawn(world, 0)
ref = json.dumps({"actor": {"refPath": pawn.get_path_name()}})
for tool in ["GetAttributeValues", "GetActiveTags", "GetActiveEffects", "GetGrantedAbilities"]:
    r = unreal.ToolsetRegistry.execute_tool("GASToolsets.AbilitySystemInspectorToolset", tool, ref)
    print(tool, r.get_value_as_json_string())
# drive an ability and re-inspect IN THE SAME CALL for deterministic assertions
asc = unreal.AbilitySystemLibrary.get_ability_system_component(pawn)
asc.try_activate_ability_by_class(unreal.MyGA_Fire)

Damage through the classic funnel also exercises GE pipelines when the project routes TakeDamage into effects: unreal.GameplayStatics.apply_damage(actor, 25.0, None, None, None).

C++ authoring gotchas (for the coding-agent handoff)

  • Never call UGameplayEffect::FindOrAddComponent/AddComponent in a GE constructor — they NewObject with an empty name, which fatal-asserts at CDO construction and kills the editor on module load. In constructors use CreateDefaultSubobject<UTargetTagsGameplayEffectComponent>(TEXT("TargetTags")), call SetAndApplyTargetTagChanges(...), then GEComponents.Add(...) (protected — do it inside the class).
  • SetByCaller cost/cooldown GEs: CommitAbility alone applies a 0-magnitude spec and logs a warning. Override ApplyCost/ApplyCooldown, build the spec with MakeOutgoingGameplayEffectSpec, SetSetByCallerMagnitude(tag, value), then ApplyGameplayEffectSpecToOwner.
  • AbilityTags is deprecated in 5.5+ — call SetAssetTags(container) in the constructor.
  • NonInstanced instancing is deprecated — default to InstancedPerActor.
  • UAbilitySystemGlobals::Get().InitGlobalData() must run once at startup (GameInstance::Init / AssetManager) or target data and montage prediction fail silently.
  • Set [/Script/GameplayAbilities.AbilitySystemGlobals] +GameplayCueNotifyPaths=/Game/GameplayCues in DefaultGame.ini, or the cue manager scans all of /Game/ (startup warning + cost).

Verification rules

After authoring: compile (unreal.BlueprintEditorLibrary.compile_blueprint), then prove behavior in PIE with the inspector — a successful tool call is not evidence. Attribute deltas, active-tag presence, and effect duration/stack readouts are the evidence to report.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Content/Skills/gas of kevinpbuckley/VibeUE.

Open the folder on GitHubat commit dc051be

Compare with similar skills

Gas next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Gas compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Gas this skillkevinpbuckley/VibeUE730—~1.8kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Bambu Studio AIheyixuan2/bambu-studio-ai223—~4.3kAutomated safety check: PassMIT
Spine AnimationGenielabsOpenSource/spine-animation-ai521—~17kAutomated safety check: PassCC-BY-NC-4.0
Unreal BridgeTornLux/UnrealBridge306—~8.4kAutomated safety check: NotesMIT

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Works with

Questions about Gas

What does Gas do?

Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with…. Gas is an agent skill from kevinpbuckley/VibeUE. Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with Blueprint/Object tools and Python.

When should I use Gas?

Gas fits situations like: the user asks to add abilities; damage/buff effects; inspect a live ASC.

How do I install Gas in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill gas -a claude-code`. Or copy the skill folder (Content/Skills/gas in kevinpbuckley/VibeUE) into .claude/skills/gas in your project. Claude Code loads it when a task matches its description.

How do I install Gas in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill gas -a codex`. Or copy the skill folder (Content/Skills/gas in kevinpbuckley/VibeUE) into .agents/skills/gas in your project. Codex loads it when a task matches its description.

Can I use Gas in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill gas -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gas, .gemini/skills/gas, .github/skills/gas and .opencode/skills/gas in your project.

What does Gas need to run?

SKILL.md names no scripts, command-line tools or credentials: Gas is instructions for the agent only. Our summary lists: Python 3.

Does Gas access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Gas safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Gas use?

Gas is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Gas use?

About 1.8k tokens (SKILL.md is roughly 7.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Gas?

Skills that share tags, products or a category with Gas: Image to Three.js Model (img2threejs/img2threejs, 18k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Bambu Studio AI (heyixuan2/bambu-studio-ai, 223 stars) and Spine Animation (GenielabsOpenSource/spine-animation-ai, 521 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gas?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.