Acronyms
Quick-reference table of abbreviations used throughout GAS documentation and source code.
GAS Acronyms
| Abbreviation |
Full Name |
Description |
| ASC |
Ability System Component |
UAbilitySystemComponent — the central hub that owns abilities, effects, attributes, and tags |
| AT |
Ability Task |
UAbilityTask — latent task that runs within an active ability's scope |
| CDO |
Class Default Object |
The template UObject instance; GAS uses CDOs extensively for instancing policies |
| ExecCalc |
Execution Calculation |
UGameplayEffectExecutionCalculation — custom C++ class for multi-attribute calculations |
| GA |
Gameplay Ability |
UGameplayAbility — a discrete action a character can perform |
| GAS |
Gameplay Ability System |
The full plugin/framework name |
| GC |
Gameplay Cue |
Cosmetic-only notification (VFX/SFX) triggered by gameplay events or effects |
| GE |
Gameplay Effect |
UGameplayEffect — data-driven object that modifies attributes and grants tags |
| GEC |
Gameplay Effect Component |
UGameplayEffectComponent — modular behavior component on a GE (UE 5.3+) |
| MMC |
Modifier Magnitude Calculation |
UGameplayModifierMagnitudeCalculation — custom C++ class for computing a single modifier's magnitude |
| SBC |
SetByCaller |
Magnitude type where the value is set on the FGameplayEffectSpec at runtime via a Gameplay Tag key |
Common Game/Engine Abbreviations
| Abbreviation |
Full Name |
Description |
| AoE |
Area of Effect |
An ability or effect that covers a region rather than a single target |
| CC |
Crowd Control |
Effects that restrict a character's actions (stun, root, silence) |
| DoT |
Damage over Time |
Periodic damage applied by a duration effect (burn, poison, bleed) |
| HoT |
Heal over Time |
Periodic healing applied by a duration effect (regeneration) |
| PIE |
Play In Editor |
Running the game inside the Unreal Editor for testing |
| RPC |
Remote Procedure Call |
A function call sent over the network between client and server |
| SFX |
Sound Effects |
Audio feedback (hit sounds, ability casts, ambient effects) |
| UMG |
Unreal Motion Graphics |
Unreal's widget/UI framework (UMG widgets, UUserWidget) |
| VFX |
Visual Effects |
Particle systems, material effects, post-process effects |
| Abbreviation |
Full Name |
Description |
| FGT |
Gameplay Tag |
FGameplayTag — a hierarchical label like Ability.Skill.Fireball |
| FGTC |
Gameplay Tag Container |
FGameplayTagContainer — a set of Gameplay Tags |
| FGTR |
Gameplay Tag Requirements |
FGameplayTagRequirements — has/does-not-have tag filter |
| FGES |
Gameplay Effect Spec |
FGameplayEffectSpec — runtime instance of a GE with context, magnitude, and tags |
| FGAS |
Gameplay Ability Spec |
FGameplayAbilitySpec — runtime instance of a granted ability |
| AGE |
Active Gameplay Effect |
FActiveGameplayEffect — a GE that has been applied and is tracked by the ASC |