Accessing the Attribute Manager
Every Actor with UMAS has theAttributeManagerComponent.
In Blueprint:
Get Component → Attribute Manager Component
From here you can:
- Get Attribute
- Modify Attribute
- Add XP
- Apply Effect
- Query current levels
- Receive events
Getting Attribute Values
UMAS provides Blueprint nodes:- Get Attribute Value (Handle)
- Get Base Attribute Value
- Get Max Attribute Value
- Get Min Attribute Value
- Get Attribute Info Struct
Modifying Attributes
Common Blueprint nodes:- Add Attribute Value
- Subtract Attribute Value
- Multiply Attribute Value
- Set Attribute Value
- Clamp Attribute Value
- Reduce Stamina on sprint
- Add Health on potion use
- Increase Hunger every hour
Applying Effects
Blueprint node: Apply Attribute Effect Parameters typically include:- Effect Data Asset
- Instigator
- Magnitude override (optional)
- Duration override (optional)
- Timed buffs
- Damage over time
- Regen over time
- Temporary stat changes
Adding XP / Levels
If the attribute supports progression:- Add XP to Attribute
- Set Level
- Get Attribute Level
- Get Current XP / XP Required
- Skill systems
- Passive survival XP
- RPG attributes leveling up
Listening for Events
Inside Blueprint, most common are:- On Attribute Changed
- On Attribute Increased / Decreased
- On Attribute Zero
- On Effect Applied / Removed
- On Level Up
- On XP Changed
Designer Notes
- Blueprints can do everything needed for most projects.
- You rarely need C++ unless you want custom calculations or overrides.
- For survival games, handle most logic in tick or timers using the AMC.
- UI should poll or bind to Attribute Changed events for performance.
Developer Notes
- Blueprint nodes are wrappers around fast C++ calls.
- Attribute handles can be exposed via BP-friendly enums if desired.
- Full editor-time validation is performed to prevent invalid modifications.