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:📁 Folder Structure
Here is the exact structure from your project:🧩 Folder-by-Folder Explanation
📘 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
CBP_SandboxCharacter_Attrubutes.uasset
The main example character.Demonstrates:
- AttributeManagerComponent setup
- Profile assignment
- Damage / healing
- Attribute event binding
- Integration with HUD
📈 CurveTables /
UMAS uses curves to demonstrate:- Attribute amount progression
- Attribute cost scaling
- Multiple versions of cost curves
- CT_AttributeAmounts
- CT_AttributeCost
- CT_AttributeCost_B
📦 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.
- 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
🔗 LevelLinks /
Contains link definition assets such as:- LL_Strength.uasset
- 1 Strength → increases another attribute
- Automatic stat scaling
- Real-time updating when strength changes
🗺 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
🖥 UI /
All UI/UMG examples:Key Widgets:
- WBP_AttributeBar – single-bar UI example
- WBP_AttributeAmount – value display
- WBP_AttributeAmountMax – current/max format
- WBP_AttributePanel – full stat list
- WBP_HealthBar – example health bar
- WBP_HUD – hooked to SandboxCharacter
Textures:
- Plus/minus icons used for UI buttons or indicators
- 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
🎮 How to Run the Example Project
- Open DemoMap_Attributes.umap
- Press Play
- Use example character + controller
- Interact with the test boxes
- Watch the HUD update
- Apply buffs/debuffs
- Trigger leveling events
- Inspect the values in UI and debug displays
🎯 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