> ## Documentation Index
> Fetch the complete documentation index at: https://docs.warpathstudios.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Example Project

> Everything is located under:

## 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:

```
Content/AttributeSystem/
```

***

# 📁 **Folder Structure**

Here is the exact structure from your project:

```
AttributeSystem/
 ├── Blueprints/
 │    ├── Examples/
 │    │    └── BP_TestBoxes.uasset
 │    ├── GM_Sandbox_Attributes.uasset
 │    └── PC_Sandbox_Attributes.uasset
 │
 ├── CBP_SandboxCharacter_Attrubutes.uasset
 │
 ├── CurveTables/
 │    ├── CT_AttributeAmounts.uasset
 │    ├── CT_AttributeCost.uasset
 │    ├── CT_AttributeCost_B.uasset
 │
 ├── Data/
 │    ├── DA_Agility.uasset
 │    ├── DA_CurrentHealth.uasset
 │    ├── DA_CurrentHunger.uasset
 │    ├── DA_CurrentStamina.uasset
 │    ├── ... many more Attribute Definitions ...
 │    ├── DE_HealthBuff.uasset
 │
 ├── IMC_Sandbox_Attributes.uasset
 │
 ├── LevelLinks/
 │    └── LL_Strength.uasset
 │
 ├── Map/
 │    └── DemoMap_Attributes.umap
 │
 └── UI/
      ├── Textures/
      │    ├── Icon_MinusSign.uasset
      │    └── Icon_PlusSign.uasset
      ├── WBP_AttributeAmount.uasset
      ├── WBP_AttributeAmountMax.uasset
      ├── WBP_AttributeBar.uasset
      ├── WBP_AttributePanel.uasset
      ├── WBP_HealthBar.uasset
      └── WBP_HUD.uasset
```

***

# 🧩 **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

These are the “test stations” 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.**

***

## 📈 **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.

***

## 📦 **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

***

## 🔗 **LevelLinks /**

Contains link definition assets such as:

* **LL\_Strength.uasset**

This asset demonstrates:

* 1 Strength → increases another attribute
* Automatic stat scaling
* Real-time updating when strength changes

This is how RPG stat systems are built.

***

## 🗺 **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**.

***

## 🖥 **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

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

***

# 🎮 **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.

***

# 🎯 **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.
