Overview
WCGASBossPhaseComp is a comprehensive ActorComponent that manages boss encounter phases in the Gameplay Ability System. It automatically evaluates phase transition conditions each tick, applying phase-specific effects, abilities, and tags to create dynamic multi-phase boss encounters. The component supports health-based transitions, tag requirements, status effect conditions, time gates, and fully custom conditions via Blueprint or C++. It integrates with difficulty systems for per-difficulty phase configurations and replicates phase state to clients for UI synchronization.
Core Functionality
- Manages boss phase transitions via configurable entry/exit conditions
- Evaluates phases by priority order (highest first) each tick
- Applies GameplayEffects when entering/exiting phases
- Grants/removes GameplayTags during phase duration
- Provides phase-specific ability tag queries for AI systems
- Supports difficulty-based phase data overrides
- Caches AbilitySystemComponent and StatusEffectComponent references for condition evaluation
- Broadcasts phase change events via component delegate and AI Combat Subsystem
- Replicates current phase tag to clients for UI updates
- Supports forced phase transitions for scripted encounters
Initialization Flow
Automatic Initialization (Default Behavior):
- Component reaches BeginPlay
- Server authority check (phase evaluation only runs on server)
- Caches reference to owner's AbilitySystemComponent (interface → component search)