1. Overview
When developing the game, the most important thing I considered was implementing a structure that is expandable and reusable.
So, for this project, I designed a common SkillBase structure + GameplayTag based status effect system based on Unreal Engine 5's GAS (Gameplay Ability System).
All skills operate based on a common SkillBase, and each skill receives data through SkillData and GameplayTag.
Status effects are also processed based on GameplayTag, and each effect is managed as an independent Effect Object.











