Subsystems in Depth

Attribute Registry

Required, this is what allows you to make your attributes in blueprint and access them all over your project with ease

Attribute Modification Subsystem

This subsystem speeds up your calculations process for how attributes are related. IE Constitution gives you 10 health for each point. There are several options for calculating how these rules will work and you can even create your own MMCalc if you’d prefer to have your own calculations

Regeneration Subsystem

This subsystem also speeds up the creation of both regeneration and degeneration. This means if you are doing an RPG and need your health to regenerate or doing a survival game and need hunger to slowly empty, its now easily set up and ready for all

Overflow Subsystem

In some games you’ll have abilities, characters, or classes that have the functionality to have overkill over overheal numbers to be used in different ways, whether that’s to provide a shield, heal other allies, or cause harm to other nearby enemies is up to you. This is a sub pillar that will eventually be heavily used in Phase 3