Overview
WCGASBossPhaseData is a Data Asset that defines all phases for a boss encounter in the Wonderscape Creations GAS Ally plugin. It allows designers to configure phase transitions based on health thresholds, gameplay tags, status effects, time gates, or custom conditions—without writing any C++ code, making boss phase management a fully designer-driven workflow. Each phase supports full GAS integration with effects, abilities, and granted tags that automatically apply and remove during phase transitions.
Creating a Boss Phase Data Asset
Using the Wonderscape GAS Ally Menu
- Open the Content Browser
- Right-click in any folder where you want to create the asset
- Navigate to: Wonderscape GAS Ally > AI > Boss Phase Data
- Give your new asset a descriptive name (e.g.,
DA_BossPhase_DragonLord, DA_BossPhase_FinalBoss)
- Double-click the asset to open it and configure its properties
How Boss Phase Data Works
Phase Evaluation Flow
- Initial State
- Boss spawns and loads its assigned Boss Phase Data asset
- Phase component initializes with the DefaultPhaseTag phase
- OnEnterEffect and PhaseGrantedTags from default phase are applied
- Evaluation Each Tick
- Phases are sorted by Priority (highest first)
- For each phase (in priority order):
- If current phase: Check ExitConditions (OR logic—any triggers exit)
- If not current: Check EntryConditions (AND logic—all must pass)
- First phase to pass entry conditions wins
- If no phase passes, falls back to DefaultPhaseTag
- Phase Transition
- OnExitEffect applied to exiting phase
- PhaseGrantedTags removed from exiting phase
- Phase Exited event broadcast
- OnEnterEffect applied to entering phase
- PhaseGrantedTags added for entering phase
- Phase Entered event broadcast
- Runtime Access
- Query current phase via UWCGASBossPhaseComp
- Listen for phase change events via gameplay event tags
- AI systems query PhaseAbilityTags for phase-appropriate ability selection
Configuration Properties
Boss Identity