Overview

WCGASEffectClassData is a Data Asset that defines metadata for GameplayEffects in the Wonderscape Creations GAS Ally plugin. It allows designers to classify effects as buffs or debuffs and configure their UI display properties without writing any C++ code, making effect classification a fully designer-driven workflow. Each definition is automatically registered at game startup and stored in an optimized lookup map for fast runtime access.


Creating an Effect Classification Data Asset

Using the Wonderscape GAS Ally Menu

  1. Open the Content Browser
  2. Right-click in any folder where you want to create the asset
  3. Navigate to: Wonderscape GAS Ally > Status Effects > Effect Classification Data
  4. Give your new asset a descriptive name (e.g., DA_CoreEffectsDA_FireEffectsDA_DebuffEffects)
  5. Double-click the asset to open it and configure its properties

How Effect Classification Data Works

Registration Flow

  1. Project Settings Configuration
  2. Automatic Registration at Game Startup
  3. Runtime Access

Configuration Properties

Effect Identity

Property Description Required Notes
Effect Class The GameplayEffect class this metadata describes ✅ Yes Must be a valid UGameplayEffect subclass
Primary Effect Tag Main tag for evolution matching and UI identification ✅ Yes Effect.Element.Fire.MinorBurn
Is Buff Is this a buff (positive) or debuff (negative)? ✅ Yes true = buff, false = debuff
Classification Tags Gameplay tags used to classify this effect ✅ Yes Must include Effect.Type.Buff or Effect.Type.Debuff