This is the calculation engine that automatically handles percentage-based regeneration effects (like health regenerating at 2% of max health per second). It performs complex math that combines your max attribute value, a percentage rate, and a regeneration modifier - something that can't be done with standard Gameplay Ability System attribute references alone.
When the regeneration system creates percentage-based regeneration for attributes (like Health, Mana, or Stamina), this calculator:
You never interact with this class directly as a designer. The WCGASRegenerationSubsystem automatically uses this calculator when you configure percentage-based regeneration in your RegenerationConfig settings. The system sets it up dynamically at runtime and the Gameplay Ability System calls it automatically during each regeneration tick.
If you configure Health to regenerate at 2% of MaxHealth per second, and a character has MaxHealth=500 and HealthRegeneration=1.5, this calculator automatically computes: (500 × 0.02) × 1.5 = 15 health per second. If MaxHealth increases to 600, it instantly recalculates to 18 health per second. If HealthRegeneration drops to 0.5 (like during combat), it recalculates to 6 health per second.