1. Regeneration System
Each attribute can have:- Regen rate
- Regen delay
- Regen “tick” period
- Pausing regen during effects
- Modifying regen via link definitions
- Regeneration clamping
- Triggering attribute change events on tick
2. Dynamic Modifiers
Modifiers can be applied:- Temporarily (effects)
- Permanently (equipment)
- Conditionally (if Stamina < 20)
- Over time (weight system, hunger system)
- Additive
- Multiplicative
- Override
- Clamps
3. Runtime Attribute Registration
You can add attributes dynamically in C++:- Modding
- Equipment adding stats on the fly
- Boss-specific attributes created at runtime
4. Advanced Effect Authoring
Custom effects can:- Query other attributes
- Scale with source instigator stats
- Execute custom C++ calculations
- Stack or refresh
- Expire based on conditions
5. Performance Notes
UMAS is optimized for:- High attribute counts (100+)
- Large NPC populations
- MMO-style replication volumes
- Packed structures
- Attribute batching
- Dirty-value replication
6. Debug Tools
UMAS includes:- Console commands to inspect attribute states
- Debug printing for effects
- PIE-only warnings for invalid handles
- Optional verbose logs for progression/link debugging