Auto Regeneration Component
Overview
WCGASAutoRegenerationComponent is an ActorComponent that automatically applies regeneration and degeneration effects to any actor with an AbilitySystemComponent. It eliminates manual effect management and provides flexible filtering to control which attributes regenerate, ensuring consistent attribute recovery/decay across all actors in your project.
Core Functionality
- Automatically detects AbilitySystemComponent using multiple fallback methods for maximum compatibility
- Applies regeneration/degeneration effects for all registered attributes with RegenerationType != None
- Provides optional attribute filtering to selectively enable regeneration per actor
- Automatically removes effects on component destruction for proper cleanup
- Caches ASC reference for efficient subsequent access
- Triggers Blueprint events when regeneration starts/stops for each attribute
- Zero runtime overhead when idle (no per-frame ticking)
- Provides debug logging for regeneration troubleshooting
Application Flow
Automatic Application (Default Behavior):
- Component reaches BeginPlay
bApplyOnBeginPlay = true triggers automatic application
- ASC detection using prioritized method chain
- WCGASRegenerationSubsystem lookup from GameInstance