This Blueprint Function Library provides automatic overflow event detection and broadcasting for damage and healing meta attributes that exceed target capacity. It enables event-triggered abilities to activate automatically when overkill damage or overheal occurs, supporting gameplay patterns like chain damage, shield conversion, death explosions, and heal bouncing. Integrates with any AttributeSet via a single function call in PostGameplayEffectExecute, reading overflow amounts from meta attributes and broadcasting Gameplay Events to configured recipients (source/target ASCs) for seamless ability activation.
AttributeSet C++ implementations within the PostGameplayEffectExecute function. This library is called on server authority during Gameplay Effect execution after attribute clamping logic writes overflow amounts to meta attributes (e.g., Meta.Damage.Overflow, Meta.Healing.Overflow). Works with any AttributeSet without requiring inheritance or custom base classes. Broadcasts events using GAS's native event system to trigger event-tagged abilities granted to source (attacker/healer) or target (damaged/healed) ASCs. Configuration managed through Project Settings → Wonderscape GAS Ally.
| Blueprint Name | C++ Name | Pins | Brief Description of Purpose |
|---|---|---|---|
| Check And Broadcast Overflow Event | CheckAndBroadcastOverflowEvent |
Input: Data (Gameplay Effect Mod Callback Data ref)<br>Output: None | Detects damage/healing overflow from meta attributes and broadcasts Gameplay Events to trigger event-tagged abilities on source/target ASCs |
FGameplayEffectModCallbackData - Callback data from PostGameplayEffectExecute containing effect context, evaluated attribute, magnitude, source/target ASCs, and ability instance reference for overflow detection and event payload construction