DA_FireEvolutions, DA_CombatEvolutions, DA_TierUpgrades)Evolution Rule Assets arrayRules are evaluated top to bottom in array order. The first rule whose conditions are satisfied executes, preventing chain evolutions within a single frame. This allows designers to create branching evolution paths by placing more specific rules (with RequiredTags) before generic rules.
| Property | Description | Required | Notes |
|---|---|---|---|
| Source Effect Tag | The PrimaryEffectTag of the effect that can evolve | ✅ Yes | Must match an effect's PrimaryEffectTag in Effect Classification Data |
| Stack Threshold | Number of stacks required to trigger evolution | ✅ Yes | Must be ≥ 1; evolution triggers when stack count reaches this value |
| Evolved Effect Class | The GameplayEffect class to apply upon evolution | ✅ Yes | Must be a valid UGameplayEffect subclass |