⚔️ FACTION SYSTEM CONFIGURATION

DefaultFactionAttitude

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:

Available 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.


FactionResolveMode

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: