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Unreal Engine 5 - Gameplay Ability System - Top Down RPG (Udemy.com)

Create a multiplayer RPG with Unreal Engine's Gameplay Ability System (GAS)!

Created by: Stephen Ulibarri

Last updated June 2026

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What you will learn

  • Unreal Engine's Gameplay Ability System
  • Multiplayer Gameplay Mechanics
  • Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more
  • SOLID coding principles and AAA quality code architecture
  • How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game
  • Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game
  • All core features of the Gameplay Ability System
  • Code debugging tools and practices

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Quality Score

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Overall Score : 94 / 100

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Course Description

This is the most comprehensive Unreal Engine course available. If you want to learn how to architect a fully-functional RPG game, this course will give you the ability to do so with an expandable code base, architected with AAA quality code. If you've ever wondered where to draw the line between C++ and Blueprints, this is the course for you. If you've ever wanted to create an RPG complete with a stats system, abilities, leveling up, spells, attributes, menus, all while keeping your code base clean and following best practices, this is the course for you. If you want to step up your Unreal Engine development capabilities and better understand the inner workings of the engine, this course is for you. If you have plans to make your own serious game with interconnecting systems, involving attributes, abilities, level ups, enemies and AI, and coded for multiplayer, this is the course for you!

In this course, we will create a top-down RPG style game, filled with systems architected using Unreal Engine's built-in Gameplay Ability System (GAS). This is where you will learn how to architect a shipped game, and code it expertly so it can be easily expanded, upgraded, and maintained. We follow SOLID coding principles, and balance the Blueprint/C++ ratio in a way that AAA shipped games do, such as Fortnite. My experience with AAA shipped game code, as well as consultations with industry veteran developers has allowed me to reveal to you the way a real shipped game's code base looks like. If you've ever wondered how much of a game can be kept in Blueprint versus C++, look no further. This course is the answer.

NOTE: This course involves programming in C++, which involves the use of an Integrated Development Environment (IDE) such as Visual Studio, Rider, or VSCode. The IDE used in this course by me will be Rider, but this IDE is not a requirement for students to follow the course. You can use any IDE of your choice.

The assets in this game project were made specifically for this course, and will be provided in an asset pack. This includes:

  • Characters, including Aura, the main character, as well as enemy characters including Goblin Warriors, Goblin Rangers, a Goblin Shaman, Red and Black Demons, the Ghoul, and a Shroom.

  • A modular dungeon pack that can be pieced together to make basic dungeons

  • A waypoint shrine and obelisks

  • Particle Niagara System Effects, including explosions, level up effects, slingshot rocks, hit impacts, electricity beams, fireballs, fire bolts, flames, stars for stun effects, and more!

  • Sound effects for enemies, footsteps, spells, and more!

  • Textures for the HUD, including high-quality buttons, frames, dynamically-animated spell globes, progress bars, XP bar, and more!

  • Full animation sets for Aura and all enemies

  • Much more!

In this course, we will be covering the following topics:

  • Setting up a Top-Down Project from scratch

  • Enemy and item selection with outline effects

  • Proper use of OOP and inheritance to create a character class hierarchy

  • Intro to the Gameplay Ability System and the core classes that comprise it

  • Custom Gameplay Ability System Components and Attribute Sets, and how to replicate Attributes

  • All important settings for all GAS classes and components

  • How to use Attributes for player stats, including Primary Attributes:

    • Strength (increases physical damage)

    • Intelligence (increases magical damage)

    • Resilience (increases Armor and Armor Penetration)

    • Vigor (increases Max Health)

  • Secondary Attributes, based off of primary attributes and other custom variables:

    • Armor (reduces damage taken, improves Block Chance)

    • Armor Penetration (ignores percentage of enemy Armor, increases Critical Hit Chance)

    • Block Chance (change to cut incoming damage in half)

    • Critical Hit Chance (chance to double damage plus critical hit bonus)

    • Critical Hit Damage (bonus damage added when a critical hit is scored)

    • Critical Hit Resistance (reduces critical hit chance of attacking enemies)

    • Health Regeneration (amount of Health restored every 1 second)

    • Mana Regeneration (amount of Mana restored every 1 second)

    • Max Health (maximum amount of Health obtainable)

    • Max Mana (maximum amount of Mana obtainable)

  • Vital Attributes - things like Health and Mana, which are dependent on all the other attributes

  • Gameplay Effects - classes in the GAS system used to apply changes to attributes

  • Gameplay Tags - an essential part of GAS, which allows us to identify qualities, attributes, abilities, character classes, and any other thing we can imagine

  • Game UI - how to handle complex UI in an RPG game efficiently, in an organized, modular, and scalable manner. We cover different UI paradigms, from MVC (Model View Controller) and MVVM (Model View ViewModel, using Unreal Engine's new ViewModel feature)

  • Full Attribute and Spell Menus, with upgrade abilities, spell trees, locked spell levels, spell upgrades by ability level, and more

  • Attributes - how to use Gameplay Attributes to represent player stats, and incorporate them into the gameplay mechanics by creating an Effect Application pipeline, allowing for calculations and results caused by phenomena in the game, such as combat damage

  • Gameplay Abilities - the heart of GAS. We create all manner of types of gameplay abilities to handle the casting of spells, handling important capabilities of the player character and enemy AI, and how to configure different abilities to suit your needs.

  • Different RPG Classes - we implement different character RPG classes including the Ranger, Warrior, and Elementalist, and do so in an easily-scalable manner so you can have any number of character class types in your game

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Instructor Details

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

4.7

3,529 ratings on Udemy

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By Mario Estrella on 8/22/2026

Took Stephen's Ultimate Game Developer Course first, which was the right call as this one builds directly on that base instead of repeating it. GAS turned out to be a doorway into a lot more of Unreal than I expected: tags, attributes, replication, UI, AI, and a genuine C++/Blueprint balance rather than everything jammed into one or the other. Stephen explains why the systems are shaped the way they are, so it transfers to your own project.

By Bed Doulope on 7/18/2026

Great course to learn the fundamentals of GAS and general game play requirements, like functioning UIs/Saving/Loading. Would have liked to see, before any code was written, more high level architecture as to how we will solve each problem, so each step is contextualized, and nothing seems arbitrary when we work on it. Would have also liked to see more things around where Game play rules are defined. Otherwise great course!

By Chris Medeiros on 7/17/2026

This course was incredible and exactly what I needed. Stephen made the transfer from Unity to Unreal extremely easy. While game design concepts are virtually identical, the methods to achieve those concepts are quite different. Stephen's courses explain concepts and techniques thoroughly, including some important industry standards and best practices. Though the course was originally created in an older version of Unreal, Stephen's team and community contributed additional effort to updating the course and Q&A sections to accomodate the differences. Excellent work, and I'll see you in the next one! (When the dedicated server one comes out, that is. We've already started development, but would love to see how you cover it.)

By Raymond on 5/21/2026

I highly appreciate this practical technical course and have gained plenty of valuable knowledge from it. The overall teaching arrangement is well-organized with clear logical thinking, which makes it easy for learners to follow every knowledge point step by step. I am using the UE5.3 with windows platform; demonstrated codes run correctly. I even covert them to UE5.6 on the MacOS. Only few codes needs to be updated due to some methods are replaced by new ones. Anyway, I believe the code quality is very good.

By Sanjyot Dahale on 2/24/2026

Great course! Stephen covers a lot of concepts in detail. I like the fact that he doesn't just skim over things not directly related to the core concept of this course which is GAS. Things like Inherited ABPs, EQS, BT_Services were some of the things that I got to learn apart from learning GAS from this course. It always feels that the main goal of the course is to make a good game - and we are learning GAS as one of the important tools that we need to build it.

By Ivan McStank on 1/9/2026

Stephen is the best instructor out there for Unreal Engine hands down. His pacing and the way he explains concepts is unmatched. You will still need to put in the work to become competent with the engine, but he will maximize the amount you learn from tutorials. Take a look at his Discord for his learning roadmap and make sure you build up to this course though, it more advanced, but well worth it once you're ready.

By Vadim Sadykhov on 12/14/2025

This course is one of the best on Udemy if you want to learn C++ or Blueprints. There are a few areas where the author could improve it to an S-tier level—for example, providing multiplayer support through to the end and adding features like a lobby and join-game functionality. That said, you can still learn a lot of great things from this course. 5 stars, no questions asked.

By Palmer Eldritch on 11/29/2025

Tried many courses, I really think the Stephen makes the difference: clear and meaningful explanations, best Unreal workflow, correct design pattern approach. I'm a senior c++ developer myself, anyway Unreal has his own rules and may seem confusing, Stephen is the first instructor that really lay down a correct workflow to use both C++ and Blueprints that you really understand and suits both beginners and skilled developers.

By Asaf Arazi on 11/22/2025

What a journey this one was ... 106 hours of the best value for money to achieve, And this is just one of the reasons I choose Stephen as a mentor and guide. As usual, the content he creates is rich and interesting, and the unique way he teaches and conveys knowledge is priceless. A course that undoubtedly successfully tackles one of the most difficult and complicated challenges in planning, designing, and developing computer games. Game Ability System, There's no way I would have been able to understand such a complex Gameplay mechanics and how it fits into the game without this exceptional course. Thanks to Stephen and the Discord community he founded and the value and knowledge he created that are unmatched by any university or college in the field, and hence I continue with great interest in the study path with Stephen's next courses, and there is no doubt that the road is still long and the learning is endless, so thanks again to Stephen for making this journey a super interesting one with a great story from every step, small as big, difficult as easy :)

By Matthew Bulleyment on 11/13/2025

Stephen clearly has experience with UE5 and has researched GAS thoroughly. However he has a lack of programming fundamentals that makes some of his practices incredibly frustrating. As well as this, I felt like we spend about half the course making widgets or animations, which felt like a great waste of time for a programming course. I would have preferred these elements to have been pre-provided, and focused on where we hook those elements into GAS.

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