I’m coming from Unreal Engine and really like the **Gameplay Ability System (GAS)** — especially how it handles abilities, attributes, modifiers, cooldowns, and replication in a structured way.
I’m now exploring Godot for a new project and wondering:
**Is there any official or community-made plugin/system that provides similar functionality in Godot?**
Specifically, I’m looking for support for:
Attribute sets (e.g. Health, Mana with base/modifier values)
Gameplay effects with duration, stacking, and periodic ticks
Ability activation with costs, cooldowns, and targeting
Optional networking support
I know Godot is more flexible and less framework-driven than UE, but I’d love to avoid reinventing the wheel if a solid GAS-like system already exists.
Hey, I actually asked myself this same question some time ago.
Over the last year, I’ve been working on a gameplay framework for C# that is heavily inspired by Unreal’s GAS, especially its structured approach to separating gameplay simulation from presentation. That design philosophy is what motivated this project.
The framework itself is engine agnostic, but I’ve also developed a plugin for Godot C#/.NET. It’s not meant to be a one-to-one copy of GAS, but many concepts will feel familiar if you come from Unreal. Some parts work similarly on purpose, while others are adaptations or improvements to better fit Godot and C#.
The system currently includes attributes, gameplay effects, gameplay tags, abilities, events, and gameplay cues. Abilities were added in the latest release.
It’s still work in progress and not production-ready yet. That said, the system is already quite solid internally (1000+ unit tests), and there are example scenes showing abilities and effects in action.
Multiplayer and replication are not implemented yet, but I plan to work on that later this year.
If you’re curious, feel free to explore the plugin, the code, or the example scenes, and I’m very open to feedback, comparisons with GAS, and design discussions.