For developers, UMAS exposes a clean C++ API with optional Blueprint hooks. UMAS is built around three pillars:
1. Attribute Profiles
Define which stats a character has and their base/min/max values.2. Attribute Manager Component
The runtime system that stores attribute values, applies modifiers, handles replication, processes effects, and manages progression.3. Calculation & Modification Framework
A flexible engine that applies effects, link definitions, scaling rules, and capacity changes to attributes.Key Features
- Fully multiplayer replicated
- Data-driven attributes
- Leveling & progression support
- Attribute linking (STR → MaxHealth, etc.)
- Realtime modifiers & effects
- Optional GAS-style effect model
- Clean C++ API
- Full Blueprint access
- Supports any number of attributes (1–200+)
- Works with any character or actor, not just players
Intended Use Cases
- Survival stats (Hunger, Thirst, Stamina)
- RPG stats (Strength, Defense, Crit Chance)
- MMO scaling (Primary → Secondary attributes)
- Passive regeneration systems
- Temporary buffs/debuffs
- Equipment or item-based stat bonuses
- Level-based upgrades
Supported Actors
- Player Characters
- NPCs
- AI enemies
- Animals
- Items or Equipment (if desired)
- Any Actor with the AttributeManagerComponent
Documentation Structure
UMAS documentation is organized into:- Setup pages
- Core systems
- Usage (Blueprint + C++)
- Advanced topics
- Example project
- Troubleshooting