Concept: Modifiers and Dynamic Tags

Two runtime mechanisms that change behavior without authoring a new gameplay effect.

Property modifiers

KindScopeAPI
Tag-basedEvery ability carrying a tagAddTagBasedModifier / RemoveTagBasedModifier
Ability-specificOne ability specAddAbilitySpecificModifier / RemoveAbilitySpecificModifier

Use these for temporary, code-driven changes - a shrine that halves all fire cooldowns for 30 seconds. For permanent, designer-authored changes prefer an augment.

Dynamic tag rules

AddDynamicTagRule changes block/cancel relationships at runtime, layered on top of the static UCrimsonAbilityTagRelationshipMapping. A status effect that makes a character unable to dodge adds a rule rather than editing the mapping asset.

Gameplay Effect components

ComponentDoes
UCrimsonModifierGameplayEffectComponentApplies property modifiers as part of an effect.
UCrimsonAccumulateGameplayEffectComponentAccumulates a value across applications.
UCrimsonGameplayEffectComponent_ApplyToInstigatorApplies the effect back to the instigator as well as the target.

Components attach to a UGameplayEffect asset, so effect-side behavior needs no subclassing.

See also

  • How-To: Block and Cancel by Tag
  • Concept: Ability System Component