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Bind custom values

Step 1

Create a new entry in E_ModifiableValues that describes your value/stat.

Step 2 - Add dispacher functions

If the actor with the value directly owns a gameplay component, you can simply use the events “OnModifierChange” and “OnModifierRemove”. If the value is in a componentor similar, the dispatcher must be bound manually.

Step 3

When the dispacher is called, all bound events check if a value has been changed for wich they are “responsible” and recalculate this value. The image is a example for max walk speed, replace the branch with a switch if you need to check for multiple values.

Step 4 - Recalculation

Recalculate the your value with updated modifiers

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