Appearance
Attributes & Effects
Attributes are replicated numeric values with metadata, bounds, formulas, and dependencies. Gameplay Effects apply modifiers immediately, for a duration, periodically, or while a condition remains true.
Execution model
- Authority — State Authority applies authoritative effects and permanent attribute changes.
- Prediction — predicted abilities may evaluate and apply supported costs/results for reconciliation.
- Replicated — Health, Stamina, active-effect duration, period, stacks, tags, and modifiers.
- Local only — floating numbers, hit flashes, particles, UI bars, and effect audio.
csharp
[GameplayAttribute("Character.Health"), AttributeMin(0f),
AttributeMaxBy("Character.MaxHealth")]
private AttributeValue health = new(100f);Use formulas for derived values and declare every dependency so recalculation order remains explicit. Modifier operations are accumulated deterministically; avoid hiding gameplay changes in presentation callbacks.
See Attributes and Effects for formula syntax, modifier ordering, dependencies, costs, and the populated GE_Burning example.
Next: Inventory.