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Gameplay Effects

The structure of the standard gameplay effects is the following:

  • GE_Base
    • GE_Duration
      • GE_Duration_ApplyModifier
      • GE_Duration_ProcessDamage
    • GE_Ticking
      • GE_Ticking_DamageOverTime

It is possible to create various effects with these classes. Further information on the individual classes and their features can be found below.

To create a new effect just create a subclass of a base class and override the functions. There are some variables available to build the effect e.g. Instigator, Causer, Target Actor, etc. ‘

I recommend for a better understanding to look at content the example.

 

Basic class that only provides a few functions.
Safe to override functions:

  • OnGameplayEffectStart

GE_Duration gets destroyed after x secounds.
Safe to override functions:

  • OnGameplayEffectEnd
  • OnGameplayEffectStart

Created to quickly create new gameplay effects that modifies stats. It only needs to be specified which stat should be affected.

Created to quickly create new gameplay effects that modiefies incoming damage.

Override the ProcessDamage function to create for example shield effects that absorb some of the damage.

GE_Ticking provide a additional Tick function.
Safe to override functions:

  •  OnGameplayEffectStart
  • OnGameplayEffectEnd
  • OnTick

Created to quickly create new gameplay effects that deal damage over time. It only needs to be specified how much damage and wich damage type it should use.

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