📋 ATTRIBUTE CONFIGURATION

HealthAttributeTag

FGameplayTag - Default: "Attribute.Vital.Health"

What it is: The gameplay tag that identifies which attribute represents a character's health for death/resurrection detection.

Systems that access it:

Why it matters: This is the "master switch" for the entire death/resurrection system. When this attribute hits 0, ALL regeneration effects automatically pause. When it rises above 0 (resurrection), regeneration automatically resumes. Without this properly configured, characters won't respond to death/revival states.


AttributeDefinitions

TArray<TSoftObjectPtr<UWCGASAttributeDefinition>>

What it is: The master list of all attribute definitions your project uses. Each entry is a soft reference to a WCGASAttributeDefinition Data Asset.

Systems that access it:

Why it matters: This is the "phone book" for your entire attribute system. If an attribute isn't in this list, it doesn't exist in the plugin's eyes. The regeneration subsystem uses this to auto-generate periodic effects, meaning you never manually create regeneration GameplayEffects - they're built from these definitions at game start.