EWCGASAttitude - Default: Neutral
What it is: Fallback attitude used when no explicit relationship is defined between factions in the FactionRelationsAsset, or when actors have no faction tags assigned.
Systems that access it:
GetAttitude(), GetAttitudeFromTags(), and all filtering functions when faction pairs aren't found in relations assetUWCEQSTest_TeamAttitude uses this for actors without explicit faction relationsAvailable Options:
| Attitude | Behavior | Best For |
|---|---|---|
| Neutral | Actors won't attack unprovoked, limited interaction | Safe default, actors don't attack unless relation is defined |
| Enemy | Valid attack target, AI will attack on sight | "Hostile world" - everything attacks unless explicitly allied |
| Friend | Will not attack, valid heal/buff target | "Peaceful world" - everything cooperates unless explicitly hostile |
Why it matters: Defines your game's baseline social contract between actors. This setting shapes whether your world feels hostile, peaceful, or cautiously neutral by default. Critical for games where not every faction pair can be explicitly defined.
If left default (Neutral): Unknown actors treat each other as non-hostile but non-cooperative. AI won't initiate attacks against unfamiliar factions, but won't heal/buff them either. Players can explore without triggering combat from every unregistered faction.
EWCGASFactionResolve - Default: MostHostile
What it is: Resolution strategy determining how to evaluate attitude when actors belong to multiple factions and multiple faction-pair relationships exist.
Systems that access it:
ResolveMultiFactionAttitude() uses this to collapse multiple faction pair evaluations into a single attitude