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The Attribute System example project is included to demonstrate the practical use of UMAS in both Blueprint and Data-Driven workflows. It is intentionally simple, clean, and easy to extend.

Everything is located under:

๐Ÿ“ Folder Structure

Here is the exact structure from your project:

๐Ÿงฉ Folder-by-Folder Explanation


๐Ÿ“˜ Blueprints /

This folder contains all Blueprint logic for the example project.

Key files:

GM_Sandbox_Attributes

Example GameMode enabling the attribute sandbox functionality.

PC_Sandbox_Attributes

PlayerController handling input and UI toggles.

Examples/BP_TestBoxes

A set of interactable boxes used in the demo map to show:
  • Increase Attribute
  • Decrease Attribute
  • Apply Buff
  • Apply Effect
  • Show event-driven UI updates
These are the โ€œtest stationsโ€ players walk up to in the demo.

CBP_SandboxCharacter_Attrubutes.uasset

The main example character.
Demonstrates:
  • AttributeManagerComponent setup
  • Profile assignment
  • Damage / healing
  • Attribute event binding
  • Integration with HUD
This is the most important example asset.

๐Ÿ“ˆ CurveTables /

UMAS uses curves to demonstrate:
  • Attribute amount progression
  • Attribute cost scaling
  • Multiple versions of cost curves
Included:
  • CT_AttributeAmounts
  • CT_AttributeCost
  • CT_AttributeCost_B
These drive the example leveling + cost demonstrations.

๐Ÿ“ฆ Data /

This is the heart of the example project:
The Attribute Definitions & Effects.

Attribute Definitions

Every attribute is a separate .uasset:
  • Agility
  • Health
  • Hunger
  • Stamina
  • Strength
  • Defense
  • Etc.
These files demonstrate:
  • Base / max values
  • Regen settings
  • Progression setups
  • Tags for filtering
  • Consistent naming conventions

Effects

DE_HealthBuff.uasset Shows how to:
  • Define a buff
  • Add magnitude
  • Set duration
  • Apply via Blueprint
  • Trigger UI and event changes

Contains link definition assets such as:
  • LL_Strength.uasset
This asset demonstrates:
  • 1 Strength โ†’ increases another attribute
  • Automatic stat scaling
  • Real-time updating when strength changes
This is how RPG stat systems are built.

๐Ÿ—บ Map /

Contains your example level:

DemoMap_Attributes.umap

This is the sandbox environment. Features include:
  • Test boxes for modifying attributes
  • HUD elements showing real-time updates
  • Example character spawn
  • Debug widgets
  • Interactable objects for applying effects
  • Simple layout to stay readable
Users load this map to test everything.

๐Ÿ–ฅ UI /

All UI/UMG examples:

Key Widgets:

  • WBP_AttributeBar โ€“ single-bar UI example
  • WBP_AttributeAmount โ€“ value display
  • WBP_AttributeAmountMax โ€“ current/max format
  • WBP_AttributePanel โ€“ full stat list
  • WBP_HealthBar โ€“ example health bar
  • WBP_HUD โ€“ hooked to SandboxCharacter

Textures:

  • Plus/minus icons used for UI buttons or indicators
These widgets demonstrate:
  • How to bind attribute value updates
  • How to react to OnAttributeChanged events
  • How to structure scalable UI
  • How to use multiple attributes in one display

๐ŸŽฎ How to Run the Example Project

  1. Open DemoMap_Attributes.umap
  2. Press Play
  3. Use example character + controller
  4. Interact with the test boxes
  5. Watch the HUD update
  6. Apply buffs/debuffs
  7. Trigger leveling events
  8. Inspect the values in UI and debug displays
It is designed to be extremely easy to explore and reverse engineer.

๐ŸŽฏ Purpose of the Example

This example project is meant to:
  • Show best practices
  • Provide clean Blueprint templates
  • Demonstrate how to set up data assets
  • Show UI patterns
  • Provide test stations for sandbox experimentation
  • Offer a complete minimal-profile setup
It is a technical learning project, not a content demo.