A multi-damage type execution calculation that handles multiple damage types in a single Gameplay Effect. Instead of applying Physical and Fire damage as separate effects, this consolidates them into ONE execution with per-type resistance mitigation.
When a multi-damage attack needs to be applied, this execution calculation processes all damage types through a unified pipeline:
Data.Damage.* patternWCGASDamageResistanceRulesStandard WCGASExecCalc_BaseDamage reads ONE SetByCaller tag (Data.Damage) and processes it. Multi-damage attacks (e.g., a flaming sword dealing Fire + Physical) would require multiple Gameplay Effects. This execution consolidates that into ONE effect with ONE execution—reducing overhead and ensuring atomic damage application.
Step 1: Create Gameplay Effect (Instant)
WCGASExecCalc_MultiDamageStep 2: Configure Ability Blueprint