Attributes are created and stored in the DT_CharacterAtributes

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New atributes can be created by just creating a new gameplay tag and adding a new entry

Attribute Event Map - Fires an event when the condition is met, like when health is below or equal 0, fire the Character.State.Combat.Defeated event. the Event is fired just as a dispatcher in the blueprint, so it can be used for anything.

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Atribute Requirements

Attribute requirements that are associated with inputs, like for running or dodging, are set in the DA_InputActionAtributeRequirements data asset.

The Core components already checks this, but if a new input is created, you can use the Can Perform Action function to check if the character has the atribute.

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Some other actions can also have attributes associated with them, like attacks or skills, in these cases the attribute requirements are set in their data tables. Check Attacks and Skills.