GAS Combat Framework

Gameplay Programmer

A data-driven combat framework built around GAS, hitbox resolution, input buffering, damage, knockback, and stagger.

GAS Combat Framework
Gameplay Ability SystemC++Combat

A reusable combat foundation

A combat framework built on Unreal Engine’s Gameplay Ability System, bringing shared action-game mechanics into a data-driven layer.

What it handles

  • Hitbox rank and group resolution for overlapping volumes and attack priority.
  • Input buffering during animation cancel windows.
  • Damage, knockback, and stagger configured through data and Gameplay Effects.

Why I built it

The aim was to avoid rebuilding the same low-level combat infrastructure for each prototype. New weapons and attacks can be configured through data while shared systems handle activation and resolution.

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