NarrativeGMC — Ability Mapping (GAS → GMAS)
Overview
NarrativePro uses Unreal's Gameplay Ability System (GAS). NarrativeGMC replaces
all GAS abilities with GMAS (GMCAbilitySystem) equivalents for native GMC
prediction and replication.
Ability Mapping Table
| NarrativePro (GAS) |
GMAS Class |
Tag |
Type |
| GA_Jump |
UNGMC_JumpAbility |
Ability.Jump |
Movement |
| GA_Crouch |
UNGMC_CrouchAbility |
Ability.Crouch |
Movement |
| GA_Sprint |
UNGMC_SprintAbility |
Ability.Sprint |
Movement |
| GA_Dodge |
UNGMC_DodgeAbility |
Ability.Dodge |
Movement |
| GA_Death |
UNGMC_DeathAbility |
Ability.Death |
System |
| GA_Block |
UNGMC_MeleeBlockAbility |
Ability.Block |
Combat |
| GA_Weapon_Aim |
UNGMC_WeaponAimAbility |
Ability.Aim |
Weapon |
| GA_Weapon_Reload |
UNGMC_ReloadAbility |
Ability.Reload |
Weapon |
| GA_Weapon_HitScan |
UNGMC_HitscanAbility |
Ability.Fire.Hitscan |
Weapon |
| GA_ToggleWeaponHolstered |
UNGMC_ToggleHolsterAbility |
Ability.ToggleHolster |
Weapon |
| GA_Melee / GA_MeleeAttackSword |
Extend UNarrativeGMCCombatAbility |
Ability.Melee.* |
Combat |
| GA_MeleeWeaponBash |
Extend UNarrativeGMCCombatAbility |
Ability.Melee.Bash |
Combat |
| GA_HitscanRifle |
Extend UNGMC_HitscanAbility |
Ability.Fire.Rifle |
Weapon |
| GA_Interact |
Blueprint via NarrativeGMCInteractionComponent |
- |
System |
| Tag |
Set By |
| State.Aiming |
NGMC_WeaponAimAbility |
| State.Reloading |
NGMC_ReloadAbility |
| State.Blocking |
NGMC_MeleeBlockAbility |
| State.Dead |
NGMC_DeathAbility |
| Movement.Sprint |
UNarrativeGMCMovementComponent |
| Movement.Climb |
UNarrativeGMCMovementComponent |
| Movement.Ragdoll |
UNarrativeGMCMovementComponent |
| Movement.Cover |
UNarrativeGMCMovementComponent |
Effect Types
| NarrativePro (GAS) |
GMAS Replacement |
Class |
| GE_Damage (GameplayEffect) |
UNarrativeGMCDamageEffect |
Instant, Attribute.Health modifier |
| GE_Heal (GameplayEffect) |
UNarrativeGMCHealEffect |
Instant, Attribute.Health modifier |
| GE_StaminaRegen |
UNarrativeGMCStaminaRegenEffect |
Ticking, infinite duration |