WCGASDamageResistanceRules is a Data Asset that defines how different damage types are mitigated by armor and resistance attributes. It allows designers to create damage mitigation systems without writing any C++ code, making damage calculation a fully designer-driven workflow. Each rules asset can be configured for different combat contexts (PvE vs PvP) and supports multiple damage types with flexible mitigation formulas.
DRR_Default, DRR_PvP, DRR_PvE)DamageResistanceRules fieldContextSpecificRules (e.g., PvE, PvP)PvPContextTag if using PvP-specific rulesWCGASExecCalc_DamageResist classDamage.Type.Fire)Combat.Context.PvP for PvP-specific rulesData.Damage (or custom prefix from Project Settings)Blueprint example:
FGameplayEffectSpecHandle SpecHandle = MakeOutgoingGameplayEffectSpec(DamageEffectClass, 1.0f);
AssignTagSetByCallerMagnitude(SpecHandle, "Data.Damage", 100.0f);
ApplyGameplayEffectSpecToTarget(SpecHandle, TargetASC);