Concept: Modifiers and Dynamic Tags
Two runtime mechanisms that change behavior without authoring a new gameplay effect.
Property modifiers
| Kind | Scope | API |
|---|---|---|
| Tag-based | Every ability carrying a tag | AddTagBasedModifier / RemoveTagBasedModifier |
| Ability-specific | One ability spec | AddAbilitySpecificModifier / 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
| Component | Does |
|---|---|
UCrimsonModifierGameplayEffectComponent | Applies property modifiers as part of an effect. |
UCrimsonAccumulateGameplayEffectComponent | Accumulates a value across applications. |
UCrimsonGameplayEffectComponent_ApplyToInstigator | Applies 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