> For the complete documentation index, see [llms.txt](https://morningheartgames.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://morningheartgames.gitbook.io/docs/gameplay-ability-toolkit/integrations/game-creator.md).

# Game Creator

> Online doc: <https://morningheartgames.gitbook.io/docs/gameplay-ability-toolkit/integrations/game-creator?fallback=true>

The Game Creator integration is an optional bridge for indie game developers who want to build real combat skills in Game Creator without giving up Gameplay Ability Toolkit's ability, effect, tag, cue, targeting, montage, projectile, channel, and hitbox systems.

Use it when you want a designer-friendly skill workflow, but still need source-level control, deterministic tests, and clean optional-package boundaries.

Skip this section if your project does not use Game Creator. The core runtime and samples work without it.

![Game Creator bridge map.](/files/pQlnR2omr9K9n3tRGuw7)

## Quickstart

1. Install Game Creator Core and Gameplay Ability Toolkit.
2. Enable `GAS_ENABLE_GAMECREATOR` and `GAS_HAS_UNITASK` from `Tools > Gameplay Ability Toolkit > Dashboard > Extensions`.
3. Add an `AbilitySystemComponent` to every Game Creator `Character` or actor that owns GAT state.
4. Create an ability with `Assets > Create > Gameplay Ability Toolkit > Game Creator > Game Creator Ability`.
5. Pick an `Execution Type`, fill the recipe steps, then wire Game Creator Press and Release Triggers to GAT inputs.
6. Open `Tools > Gameplay Ability Toolkit > Dashboard > Game Creator` and fix any diagnostics before shipping.

## Current Requirements

| Requirement              | Notes                                                                                               |
| ------------------------ | --------------------------------------------------------------------------------------------------- |
| Game Creator Core        | Required for `Character`, Triggers, Visual Scripting, `Args`, instructions, conditions, and events. |
| `GAS_ENABLE_GAMECREATOR` | Includes the Game Creator runtime, editor, Visual Scripting bridge, demo, and tests.                |
| `GAS_HAS_UNITASK`        | Required by the Game Creator bridge assemblies.                                                     |
| `AbilitySystemComponent` | Required on the runtime owner that grants, activates, or receives abilities and effects.            |

Game Creator Stats is intentionally excluded. The bridge does not require a Stats package, does not define a Stats-specific symbol, and does not map GAT attributes or effects to Game Creator Stats assets.

## Feature Map

| Need                                                                                                    | Page                                                                                                                         |
| ------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
| Package setup, defines, asmdefs, Dashboard enablement, required components                              | [Setup](/docs/gameplay-ability-toolkit/integrations/game-creator/setup.md)                                                   |
| `GameCreatorAbilityDefinition`, seven execution modes, recipe steps, phases, `Run` and `Only If`        | [Ability Recipes](/docs/gameplay-ability-toolkit/integrations/game-creator/ability-recipes.md)                               |
| Practical workflows for input, effects, tags, targeting, montage, projectile, channel, hitbox, and cues | [Visual Scripting Workflows](/docs/gameplay-ability-toolkit/integrations/game-creator/visual-scripting.md)                   |
| Exhaustive node catalog from current `[Title]`, `[Category]`, and `[Description]` attributes            | [Visual Scripting Reference](/docs/gameplay-ability-toolkit/integrations/game-creator/visual-scripting-reference.md)         |
| Create menus, embedded modules, validators, diagnostics, icons, and editor helpers                      | [Authoring Scaffolding](/docs/gameplay-ability-toolkit/integrations/game-creator/authoring-scaffolding.md)                   |
| Montage backend, melee recipe markers, hitbox lifecycle, movement, projectiles, channels, targeting     | [Animation And Combat](/docs/gameplay-ability-toolkit/integrations/game-creator/animation-and-combat.md)                     |
| Game Creator Arena scene, controls, seven `GA_GC_*` abilities, HUD, triggers, parity checks             | [Arena Demo](/docs/gameplay-ability-toolkit/integrations/game-creator/arena-demo.md)                                         |
| Symptoms, diagnostics, manual QA, and command-line verification                                         | [Troubleshooting And Verification](/docs/gameplay-ability-toolkit/integrations/game-creator/troubleshooting-verification.md) |

## Current Boundaries

| Included                                                                                                                                        | Not included                                                                                                             |
| ----------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ |
| Game Creator Core bridge for characters, Triggers, Visual Scripting, instructions, conditions, and events.                                      | Direct Game Creator Stats bridge.                                                                                        |
| `GameCreatorAbilityDefinition` and its current recipe-based Inspector.                                                                          | Older package-specific melee authoring assets and package-specific weapon helpers.                                       |
| Essential Visual Scripting nodes for abilities, effects, attributes, tags, cues, input, and events.                                             | Runtime changes outside the GAT ability, effect, tag, cue, targeting, montage, projectile, channel, and hitbox surfaces. |
| Current ability context helpers for targeting, montage, projectile impacts, hit targets, variables, cue parameters, commit, and effect results. | Scene-specific demo behavior as a framework requirement.                                                                 |
| Game Creator Arena parity scene and tests.                                                                                                      | A dependency on package-specific combat add-ons.                                                                         |

## Build A Skill

Start with [Setup](/docs/gameplay-ability-toolkit/integrations/game-creator/setup.md), then build one ability with [Ability Recipes](/docs/gameplay-ability-toolkit/integrations/game-creator/ability-recipes.md). Use [Visual Scripting Workflows](/docs/gameplay-ability-toolkit/integrations/game-creator/visual-scripting.md) when you need to wire Game Creator Triggers, custom effects, ability events, or project-specific conditions.

The intended authoring path is:

1. Create a Game Creator Ability.
2. Choose the execution mode that matches the skill.
3. Fill recipe fields in the visible step rail.
4. Add Game Creator instructions under `Run`.
5. Add `Only If` conditions only when an event needs extra gating.
6. Use the Game Creator Arena demo as a working reference.

## Ship It Cleanly

When you are maintaining or extending the bridge, read [Authoring Scaffolding](/docs/gameplay-ability-toolkit/integrations/game-creator/authoring-scaffolding.md), [Visual Scripting Reference](/docs/gameplay-ability-toolkit/integrations/game-creator/visual-scripting-reference.md), and [Troubleshooting And Verification](/docs/gameplay-ability-toolkit/integrations/game-creator/troubleshooting-verification.md). The reference is built from the current C# node attributes so new instructions, conditions, events, getters, and properties should appear there when metadata is correct.

Before changing integration behavior, verify:

* the relevant asmdefs stay gated behind `GAS_ENABLE_GAMECREATOR` and `GAS_HAS_UNITASK`;
* visible nodes have current `[Title]`, `[Category]`, and `[Description]` metadata;
* Dashboard diagnostics report missing defines, missing assemblies, TIcon metadata, and node metadata clearly;
* the Game Creator Arena authoring and smoke tests still match the regular Arena behavior.


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