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vahabahmadvand/ActionRPG_UE5

★ 373 · C++ · updated Nov 2025

An Action RPG sample project is upgraded to the latest Unreal Engine, It works with UE 5.3+. It is a great learning resource for GAS (Gameplay Ability System)

A UE4 Epic sample project (ActionRPG) ported to UE5, kept current through UE 5.7. Its main value is showing how GAS (Gameplay Ability System) wires together with C++ and Blueprints — attribute sets, gameplay effects, ability activation, target types, and the Enhanced Input System. This is for Unreal developers who want a working GAS reference that actually compiles on a modern engine version.

The upgrade work is real and ongoing — the README claims UE 5.7 support and the last push was late 2025, which is recent enough to matter. GAS coverage is wide: melee, ranged, projectile, AoE, potions, cooldowns, per-weapon ability sets, and enemy abilities are all represented, giving you a cross-section of how the system is meant to be used rather than a single toy example. The original Epic sample had solid AI behavior trees and this port keeps them, so you get GAS + AI integration in one place, which is hard to find elsewhere. Enhanced Input System is wired in, replacing the old legacy input that made the original feel dated.

This is a maintenance port, not original work — Epic's original design decisions stand as-is, including some patterns the GAS community has moved away from (like C++-heavy attribute sets that newcomers find opaque). There's no documentation beyond pointing at Epic's UE4 docs page, which describes a different version of the project and has missing sections. The repo has no issues, no discussions, and no contribution history visible — if something breaks on your engine minor version, you're on your own. Binary content (.uasset files throughout) means you can't meaningfully read diffs or understand what changed, which limits its value as a learning resource for the Blueprint side of things.

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