The foundational system enabling dynamic attributes without C++ changes.
Dynamic 150-Slot Attribute Pool
Pre-generated pool of 150 gameplay attributes (Attribute_00 through Attribute_149) that designers map to at runtime using Data Assets. Provides unlimited attribute creation without C++ compilation or engine restarts.
Key Features:
- Runtime mapping via Attribute Definition Data Assets
- Full GAS integration (replication, clamping, networking)
- GUID-based stability across asset renames
- GameplayTag-based lookups
- Zero performance overhead vs. native C++ attributes
Sub-Pillar: Attribute Modification System
Dynamic stat derivation using multi-tier formulas where one attribute automatically modifies another.
Features:
- 10 formula types: Linear, Exponential, Logarithmic, Curve, SoftCap, Threshold, Multiplicative, Inverse, SquareRoot, ClampedLinear
- Multi-tier piecewise calculation for diminishing returns
- Multiple source attributes per target
- Automatic recalculation when source attributes change
- Infinite-duration Gameplay Effects with Modifier Magnitude Calculations
Sub-Pillar: Attribute Lifecycle Management