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Components
You can map animation containers to GameplayTags

Play and Stop via GameplayTag or container

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Handles Primary and Secondary Interaction on Actors
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Interactions are implementated in UInteractionStrategy
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Determines whether outlines or other highlight effects should be applied
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Needs an OutlineComponent and an OnHoverComponent
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Needs an InterationSimulationComponent as well on the related Simulation Actor

This holds position, gridposition and rotation for almost all actors.
The GridAreaRegistrationStrategy defines how it registers to the grid, this is "Radius" for units like Sparks and "GridObject" for objects that have a footprint and register to grid cells.
It also handles pushback of units.
Handles the crafting of recipes on workstations. Crafts a recipe if the needed items are in the input inventory and the output inventory can hold the result.
Defines the faction of a Simulation Actor.

Determines whether a Simulation Actor is considered as attackable target by the other faction.
Handles logic regarding the health of a Simulation Actor. The component does not store the health itself, but applies a Gameplay Effect that sets the related values on the StatsComponent. So, the current and max health values are actually stored on the StatsComponent.