⚗️ STATUS EFFECTS CONFIGURATION

EffectClassificationAssets

TArray<TSoftObjectPtr<UWCGASEffectClassData>>

What it is: Array of Effect Classification Data Assets that register GameplayEffects with the status effect system. Each asset contains effect metadata including icons, display names, classification tags, and UI properties.

Systems that access it:

Why it matters: This is the master registry for all GameplayEffects that participate in the plugin's status effect tracking and UI display. Effects not registered here still work via standard GAS but won't appear in buff/debuff UI, won't participate in evolution/synergy systems, and won't have metadata available for tooltips.

If left empty: Status effect subsystem initializes with an empty registry. All GameplayEffects function normally via GAS, but no buff/debuff UI displays, evolution rules cannot match effects, and synergy requirements cannot be evaluated. The console will log a warning directing you to add assets in Project Settings.


🔄 EVOLUTION SYSTEM

EvolutionRuleAssets

TArray<TSoftObjectPtr<UWCGASEvolutionRules>>

What it is: Array of Evolution Rule Data Assets defining how status effects transform when stack thresholds are reached. Each asset contains multiple evolution rules that specify source effects, stack thresholds, and evolved effect replacements.

Systems that access it: