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Ability Data Asset

The custom Ability System Component provided by the framework can be initialized using an Ability Data Asset, which defines Attribute Sets, Gameplay Effects, Gameplay Abilities, and Gameplay Tags.

Ability Data Asset

You can assign the Ability Data Asset in two ways:

  1. Directly in the Ninja GAS Ability System Component — set it in the component's Details panel.


    Useful when the same data asset is shared by multiple characters.

  2. Via the AbilitySystemDefaultsInterface, implemented in an Avatar — the avatar provides the Data Asset to use.


    Useful when each avatar has unique abilities but the ASC resides in a shared Player State.

Data Asset Settings

You can configure Attribute Sets, Gameplay Effects, Gameplay Abilities, and replicated Gameplay Tags in the data asset.

Attribute Sets

Property

Description

AttributeSetClass

Attribute Set class to grant.

InstantiationScope

Scope for this Attribute Set (Local, Server, or Both).

AttributeTable

Data table with default attribute values, based on AttributeMetaData.

Gameplay Effects

Property

Description

GameplayEffectClass

Gameplay Effect class to grant.

Level

Initial level.

Gameplay Abilities

Property

Description

GameplayAbilityClass

Gameplay Ability class to grant.

Level

Initial level.

Input

Input assigned to this ability (old Input System). Not recommended for new projects.

Additional Properties

Property

Description

Initial Gameplay Tags

Replicated gameplay tags added by default.

Ability System Defaults Interface

This interface allows you to decouple the Ability Data from the Ability System Component. It is particularly useful when the ASC resides in the Player State but multiple Characters can be used, each with their own abilities.

The base Character classes implement this interface and expose a property for the Data Asset. If left empty, it will be safely ignored. When provided, it takes priority over any Data Asset set directly on the ASC.

Last modified: 10 August 2025