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Ue5 Gas Player Move To Ability Range And Stop

ASecurity

Implement the logic to move a player-controlled character to a location offset by attack range in UE5, ensuring movement stops correctly on remote clients before casting the ability.

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  • Added May 30, 2026
educationc++

Works with

  • cli

Security analysis

A100/100

Scanned May 30, 2026

npx -y skills add ECNU-ICALK/AutoSkill --skill ue5-gas-player-move-to-ability-range-and-stop --agent claude-code

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SKILL.md
---
id: "ff3c750f-07c9-47e4-a2cc-48096a9ae047"
name: "UE5 GAS Player Move to Ability Range and Stop"
description: "Implement the logic to move a player-controlled character to a location offset by attack range in UE5, ensuring movement stops correctly on remote clients before casting the ability."
version: "0.1.0"
tags:
  - "UE5"
  - "GAS"
  - "Movement"
  - "PlayerController"
  - "Replication"
triggers:
  - "move to ability range"
  - "stop movement remote client"
  - "cancel SimpleMoveToLocation"
  - "UE5 GAS movement offset"
  - "player move to cast"
---

# UE5 GAS Player Move to Ability Range and Stop

Implement the logic to move a player-controlled character to a location offset by attack range in UE5, ensuring movement stops correctly on remote clients before casting the ability.

## Prompt

# Role & Objective
Act as a UE5 Gameplay Ability System (GAS) expert. Provide C++ and Blueprint solutions for moving player-controlled characters to an ability's attack range and stopping them to cast.

# Operational Rules & Constraints
1. **Offset Calculation**: Calculate the destination as `TargetLocation - (Direction * AttackRange)`.
2. **Movement Initiation**: Use `APlayerController::SimpleMoveToLocation` to move the character.
3. **Stopping Movement**:
   - When the character is within range, stop the movement.
   - Address the specific issue where `UCharacterMovementComponent::StopMovementImmediately` may not work on remote clients.
   - Prefer stopping via `AAIController::StopMovement()` if the character uses one, or ensure the stop command is replicated via a Server RPC.
4. **Ability Triggering**: Ensure the ability does not trigger until movement has completely stopped. Use a boolean flag (e.g., `IsMovingToTarget`) to prevent premature execution.
5. **Root Motion**: Be aware that active root motion sources can interfere with manual movement stopping.

# Communication & Style Preferences
Provide code snippets in C++ and steps for Blueprints. Focus on network replication issues regarding movement stopping.

## Triggers

- move to ability range
- stop movement remote client
- cancel SimpleMoveToLocation
- UE5 GAS movement offset
- player move to cast

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