UE5 Equip Weapon using GAS | Full Guide to Gameplay Ability System | Master Unreal | Ep 28

Опубликовано: 25 Июнь 2026
на канале: Unreal Shinobi
3,172
57

🔔Assets available for FREE on Discord🔔
🚀 Discord -   / discord  

If you want to support me
🌳Ko-Fi https://ko-fi.com/unrealshinobi
🌳Patreon   / unrealshinobi  

Master the Unreal Engine 5 Equipment System with the Gameplay Ability System (GAS)! In this episode, we take a deep dive into creating an advanced equipment system using UE5 and GAS, covering everything from setting up weapons, equipping and unequipping items, to restricting abilities in safe zones.

🚀 What You’ll Learn in This Video:
✅ Why use the Gameplay Ability System (GAS) for equipment (Sekiro example)
✅ Setting up a Generic Weapon Blueprint for modular weapon design
✅ Importing and integrating rifles, shotguns, and pistols into the game
✅ Creating an Equipment Manager Component to handle item attachments
✅ Using Scene Components & Sockets to properly position weapons
✅ Step-by-step guide to setting up Gameplay Abilities for equipping weapons
✅ How to toggle equip/unequip weapons with key presses
✅ Implementing a Restricted/Safe Zone that disables abilities
✅ Creating Fresnel Materials for visual effects
✅ How to restrict gameplay abilities using Gameplay Tags
✅ Automatically unequipping & holstering weapons in safe zones

🔥 Perfect for:
✔ Unreal Engine 5 developers
✔ Game designers & developers using Blueprints
✔ Anyone looking to master GAS (Gameplay Ability System)
✔ Developers creating advanced inventory & equipment systems

🎬 Don’t forget to:
👍 Like the video if you found it helpful!
🔔 Subscribe for more UE5 tutorials
💬 Comment below with any questions or suggestions!

🚀 Discord -   / discord  

📌 Missed the Previous Episode? Watch the Full Playlist Here:

👉 Master Unreal Series -    • How to make your first game in Unreal engi...  

👉 Master Level Design Series -    • Master Level Design with Blender & Unreal  

Chapters

0:00 - Intro & Quick Recap
0:30 - Why Use Gameplay Ability for Equipment? (Sekiro Example)
1:04 - Resetting the Camera for Smooth Transitions
1:20 - Replacing Equipped Item with a Child Actor
2:00 - Importing Weapons from the Starter Project
3:00 - Creating a Generic Weapon Blueprint (Base Class for All Weapons)
3:30 - Adding Rifle, Shotgun, and Pistol Blueprints
3:40 - Fixing Weapon Migration Issues
4:20 - Loading Weapon Meshes into Their Blueprints
4:50 - Setting Up the Equipment Manager Component
5:25 - Storing Character Reference in Equipment Manager
6:00 - Creating Scene Components to Attach Weapons
6:55 - Adding Child Actors to the Scene Components
7:20 - Setting Up Sockets in the Skeletal Mesh for Weapons
8:15 - Adjusting & Positioning Sockets Correctly
9:35 - Weapon Preview & Adjustments
9:50 - How to Add the Gameplay Ability System in Unreal Engine
10:30 - Creating an Equip Gameplay Ability
11:00 - Setting Up to Equip Pistol & Rifle
12:12 - Triggering Equip Weapon Event
13:20 - How to Grant Abilities to the Player
14:00 - Using the Gameplay Ability System Efficiently
14:25 - Creating a Function to Equip Any Item
15:40 - Weapon Equip Preview
15:45 - Toggle Equip & Unequip with a Key Press
17:15 - Unequip Weapon Preview
17:30 - How to Create a Restricted/Safe Zone in Unreal Engine
18:00 - Making a Fresnel Material Effect in Unreal Engine
19:00 - Detecting the Player Inside the Restricted Zone
20:21 - Restricting Gameplay Abilities with Gameplay Tags
21:38 - Assigning & Adding Gameplay Tags to Players & Actors
22:05 - Removing Gameplay Tags from Players & Actors
22:30 - Placing the Restricted Zone in the Level
22:50 - Restricted Zone Preview & Effects
23:05 - Automatically Unequipping Weapons in the Zone
23:48 - Holstering Weapons When Unequipped
25:00 - Final Result & Gameplay Demo
25:20 - Outro & Spoiler