Preview (Version 1.22.6, for a better overview (new features etc.) please use the demobuilds, these are always up to date)
All components can be used independently.
For example you can use the resource component alone.
Damage Calculation includes resistance and penetration values, crit chance and crit damage.
The Crit feature can be deactivated.
You can create mixed damage types that use different resistance values.
(for example FrostFire that will be reduced equally by Frost and Fire Resistance).
Resource components can be used to manage mana, health, shields, rage or similar resources.
Among other things, there are options available to adjust regeneration delay / interval / value, as well as maxvalue.
Gameplay effects can be used to create buffs and debuffs or to execute damage over time effects. It´s possible to stack and / or refresh them if several are active at the same time and perform events based on the stack size.
All values can be adapted dynamically, this includes float values from all possible components, such as resistance, crit chance, regeneration delay,(…).
Base Values, that can be changed for example by an inventory, serve as a basis for calculations. Modifiers like +30% can be added to the base value.Read More
This is a Blueprint Project, no C++ included
- Damage calculation and processing
- Dynamic (float) values
- Resource management
Number of Blueprints:
- Components: 3
- Librarys: 2
- DamageTypes: 1
- Enumerations: 4
- Structures: 2
- GameplayEffects: 5
- Widgets: 1
- Example Blueprints: 36+
Network Replicated: Yes
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows
Documentation: Starter Guides + comments
Demo: Packaged Build
Questions? Contact me directly on Discord or via email contact.