Unreal Engine 5 Gameplay Ability System (GAS) Crash Course (Udemy.com)
Make exciting multiplayer and single player games with the Gameplay Ability System in UE5
Created by: Stephen Ulibarri
Last updated March 2026
What you will learn
- How to use the Gameplay Ability System to create exciting gameplay mechanics
- Setting up Attribute Sets with Attributes
- Creating Gameplay Abilities for combat, AI, and more
- Using Gameplay Cues for cosmetic effects like Montages, Camera Shakes, and Particles
- Creating and managing Gameplay Tags in GAS
- Applying Gameplay Effects to modify Attributes and apply Gameplay Tags and more
- Use of Ability Tasks to perform async actions in Abilities
- Respond to Attribute changes in UI with progress bars and number widgets
How it compares
Against the other 281 rated Udemy courses in Game Development Fundamentals on CourseDuck:
- Rating4.8 out of 5higher than 88% of them
- Reviews492#74 of 282 by number of reviews
- Length16.4 hourslonger than 79% of them
- Last updatedMarch 2026more recently than 87% of them
Course Description
This is a comprehensive course on Unreal Engine's Gameplay Ability System!
In this course, we will cover all of the core components in GAS by creating an action-packed combat game with AI enemies.
This course uses both C++ and Blueprint. Experience in both are required.
We will create a blank project and import free Paragon assets from Epic Games. We will then create a fully-functional game project from scratch, including:
Enhanced Input setup on the Player Controller with separate Input Mapping Contexts for movement and Abilities
An Ability System Component with custom functionality
Abilities for different Attacks, Directional Hit Reacts, AI Searching and Chasing and Attacking, and more!
Creation of Gameplay Tags both in the editor and in C++ code
Gameplay Cues for effects such as playing Animation Montages, Spawning Particles, and Camera Shakes
Ability Tasks for performing actions in Abilities such as listening for Gameplay Events and playing Montages
Custom Latent Task nodes created in C++
Listening for changes to Gameplay Attributes and displaying stats in the UI with Progress Bars and Damage Number effects on the GPU with Niagara Systems
Pickups for Health and Mana
Gameplay Effects for modifying Attributes and Applying Gameplay Tags
Conversion of Gameplay Ability Blueprints to C++
Custom Anim Notifies and Notify States
Hit Detection, Overlap Tests, Collision Filtering for Optimization
Gameplay Ability Cost and Cooldown
Character Death and Respawning
Enemy AI
And much more!
This is a comprehensive deep dive into the Gameplay Ability System. All of our mechanics are implemented using GAS, and you will have an in-depth understanding of the Gameplay Ability System when you complete this course.
Concepts are solidified with Challenges and Quizzes to test your understanding. Solutions to all challenges are provided in the lecture videos.
You will have lifetime access to the course.
The course will continue to be updated as engine changes occur.
You will have access to the Druid Mechanics Discord Community, a community going on 40,000 members of all skill levels, from beginner to industry veteran, and we're all in there (myself included) helping each other out.
Dedicated Teaching Assistants to help with questions.
I hope you enjoy the course! It was a TON of fun to make!
Instructor Details
- 4.8 Rating
492 Reviews
Stephen Ulibarri
When I earned my bachelor's degree in Chemical Engineering, I was exposed to the world of programming. I was instantly hooked. I have a passion for game development and a love for creative problem solving. I have written and self-published a science fiction novel and love all things creative. I have experience assisting and tutoring in engineering, mathematics, physics, chemistry, and programming.
I have since gained professional industry experience in the world of surgical simulations. It is extremely rewarding and my passion is to pass on my knowledge so others can achieve a highly engaging and fun career as I have!
I enjoy biking, drawing, 3D-design, and procedural generation in video games. I am proud to have many talented game developers and students in my online community: Druid Mechanics.
I have also written and published a book on Unreal Engine C++ titled: Unreal Engine C++ The Ultimate Developers Handbook.
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Reviews
By Francis Sougué on 6/27/2026
Stephen is an amazing instructors and follows good coding practices. There will be things you can optimize on your own but for the sake of learning the course material the methods are good. The course content is well structured and delivered in a comprehensive fashion. This course helped finally grasp GAS without slogging through outdated and scattered documentation. Excellent course, thanks Stephen.
By Viktor Sarafraz on 1/14/2026
Enjoying the course a lot, just like all other courses from the instructor, he explains it very well, it's engaging and valuable. Strongly recommended. This course is a good introduction to GAS, and in-depth also. It reminds of the Aura course, but this is a crash course after all. I would give a hundred stars if that was possible. Thanks again for another valuable course.
By Jason Smith on 1/13/2026
I was a bit worried as I don't consider myself Intermediate with UE or C++. The content being provided so far is so clean and scalable it's blowing my mind. I have been able to complete the challenges so far with zero issue which is clearly due to the precise way the content is being taught 100%. I can not recommend this course enough if your wanting to learn UE Gameplay Ability System. It's absolutely amazing! I would like to add that I was hesitant to use Jet Brains Rider over Visual Studio, if your reading this and new to UE then please save yourself a ton of headache and get Jet Brains Rider as they now have a free license for anyone using it for personal learning. I can not express how much time I wasted trying to use Visual Studio, and also a bit embarrassed LOL
By Christopher Treadwell on 12/24/2025
The Unreal Engine 5 Gameplay Ability System (GAS) Crash Course is very hit or miss. The lessons up through Attributes are well organized, clear, and easy to follow. I encountered very few bugs early on and was able to move through these sections quickly with minimal friction. Once the course reaches character death and later systems, the experience becomes much rougher. Issues begin to stack up, especially with ranged enemies. Projectiles would spawn rapidly and deal excessive damage, death abilities sometimes failed to remove the dead tag, and animations behaved inconsistently. Some lessons marked as optional, such as “Search for Target,” are effectively required for later sections. The overall AI design raised concerns. Much of the logic relies on always active abilities rather than clearer approaches like State Trees or Behavior Trees. Some abilities also attempt to handle too much responsibility, leading to tightly coupled logic that is difficult to reason about or extend. I am conflicted on the course overall. It provided valuable debugging experience and helped deepen my understanding of GAS, but it also consumed many hours troubleshooting issues that felt more like course problems than intentional learning challenges. Parts of the project felt experimental rather than polished or production ready. Final thoughts: this course can be useful as a disposable practice project for developers comfortable with debugging and independent research, but I would not recommend it to beginners or those expecting a clean, reusable implementation.
By Adrian line weaver on 11/30/2025
Stephen is an exceptional teacher but usually he is very thorough which isn't a bad thing but it leads to him over explaining (In My opinion). This course however is very fast paced and hits the ground running leaving the responsibility to the student to go back and review parts that they don't fully understand instead of him talking about it for 10+ minutes. That wasn't a jab at him, all his courses are great but this type of teaching style is my preferred one. Just a suggestion going forward instead of making the long theory videos or when explaining basic C++ features, providing a link to reading material would be great for the people that wanna fully understand what's happening instead of making long videos. as far as this course goes though its perfect so far!
By Ed Greaves on 11/28/2025
Fantastic course! It's a little complex at times, and requires a working knowledge of concepts like 'binding', 'casting', 'pointers' etc, but if you're lost on some of the C++, just follow along then fiddle around with it to see what you've done! And Stephen's other beginner courses will get you up to speed if that's too scary.
By Jan S. on 11/16/2025
I like this course. Its nicely structured and is good to understand. The only thing i noticed where the couse could improve is the use of Rider autofill, that works way too well for a tutorial. Sometimes i wish the code is visible a bit longer in the video before proceeding.
By Ivan Milas on 11/13/2025
In the beginning was a little hard for me to follow - it is a crash course after all. If you are like me and want an in depth explanation take the other GAS course from Stephen first - cca 1/3 of the course - after that it was much simpler to follow. This one is excellent as a reference to GAS. Great work Stephen. Thank you!
By Jochen Schalley on 11/11/2025
As an "IT trainer" myself, I'm very critical when it comes to teaching, but... As always with Stephen: this is a very good and detailed course with nice community (Discord) support. I would not recommend this at all for complete beginners, so make sure you already have at least some Unreal Engine and C++ experience by taking other courses... preferably Stephen's hahahhaa! :-) This is not a paid advert, just facts. Thanks Stephen!
By Mikael Dufresne on 11/1/2025
The course is really well structured. Explaining a quite complex system (GAS) broken into several sections to make you understand how it works. The course is mainly in C++ so you need a good understanding of the programming language. If you don't, there's a course from the same instructor to get you up to that level. I would say this course is probably a bit more advanced than some others given the complexity of the system. To make it fit within the frame of a smaller course (time), some of it feels a bit quick, without ever feeling rushed. There's very little hand holding, but as long as you get the concept, everything falls into place. The various exercises will help you test your acquired (or not) knowledge and put a spotlight on what you need to review. Don't expect to walk through the course and be an expert with GAS. You might need to do this a couple of times before it sinks in. There is a LOT of setup to get to the abilities but once you are there, it is fairly simple to expand on the system. Bottom line - I strongly recommend this course and all of this instructor's courses.
Quality Score
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Overall Score : 96 / 100












