Guides — Start Here, Designers¶
last-verified: 2026-07-10 against
f9ebdc9a3
This section is the designer front door. The rest of Documentation/ explains how systems
work (reference); these pages walk you through doing things. If a reference page gets too deep,
come back here instead — each guide only explains the concepts you need for the step you're on,
and calls out what you can safely skip.
The ability pipeline in plain words¶
Making a new ability is four steps, and only one of them is "in the tools":
- Design it on paper. Write a one-page design (an "Ability One-Pager") so the shape of the
ability is agreed on before any asset exists. Templates live outside this documentation space, in
the repo's
Design/folder — copyDesign/Abilities/_TEMPLATE.ability.mdand fill it in. - Create the asset with the wizard. The Ability Workshop's guided create flow asks you for exactly the choices your one-pager already answered, then generates a valid ability Blueprint for you.
- Hand-finish in the Blueprint editor. The wizard does plumbing only. Animation montage, hit-event timing, visual/sound cues, and feel numbers are yours to wire by hand — the tutorial below shows how.
- Compose and play it. Put the ability into a kit with the Kit Composer, put the kit on a preset build, and press Send to PIE (Play-In-Editor — running the game inside the editor) to feel it in-game.
At every step, validation tells you what is missing: the wizard's blocker line names the next unmet requirement, and the Workshop / Composer validation strips are the live checklist. When in doubt, trust the validator over any document — including this one.
Guides¶
- Author Your First Ability — the end-to-end tutorial. Start here if you have never made an ability in this project.
How-to recipes (short, task-shaped):
- Hand-Finish an Ability — montage, hit-event notify, cues, feel constants: the checklist for step 3 above.
- Register a Gameplay Tag — the tag pickers only show tags that already exist; this is how you add one.
- Feel-Test Your Ability — playing your work in PIE, and when to reach for a balance sweep instead.
- Author an Ability Chain — multi-link chains (slam → fissure → ticks) have their own, shorter flow: fill one Chain Sheet, run one command, hand-finish the links.
- Author a Quest — from a quest design (sheet/CSV) through manifest, stamp, dialogue graphs, validation, and the overview map.
Where things live¶
| Thing | Place |
|---|---|
| Paper designs (one-pagers, kit sheets) | Design/ folder in the repo (not on GitBook — it is a whiteboard, not documentation) |
Chain Sheets — the one Design/ file a tool reads |
Design/Chains/ (see the chain guide) |
| Ability Blueprints you author | Content/Gameplay/GameplayAbilities/ (the wizard picks the right subfolder) |
Template abilities (TPL_*) — a working example of every ability base (ability shape) |
Content/Gameplay/GameplayAbilities/Templates/ |
| Kits | Content/DataAssets/Kits/ |
| Preset builds | Content/DataAssets/Presets/ |
Reference, when you want the deep end¶
- Ability Authoring Tools — full tool reference (Workshop, wizard, Kit Composer, validators).
- Ability Kits — how kits are granted at runtime.
- Combat Animation — the montage/notify system the hand-finish step plugs into.