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*[DamageModificationData](https://github.com/Cutter-H/ResourceComponentPlugin?tab=readme-ov-file#damage-modification-data-primary-data-asset) (Primary Data Asset)
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*[ResourceFunctionLibrary](https://github.com/Cutter-H/ResourceComponentPlugin?tab=readme-ov-file#resource-function-libraryblueprint-function-library) (Blueprint Function Library)
[Plugin Enums and Structs](https://github.com/Cutter-H/ResourceComponentPlugin?tab=readme-ov-file#enums-and-structs)
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* FIncomingDamageModification (struct)
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Supported Platforms:
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* Win64
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This document shows Blueprint exposed variables and functions. Classes have alternative virtual functions for C++ derivatives and the header files have comments. Blueprint friendly names are used.
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**Variables**
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* Resource Name **Name**
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* The name used to identify this resource.
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* Max Amount **Float**
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**Functions**
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* AddResource (**Float** AddAmount)
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* Increases the resource by a certain amount.
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* DrainResource (**Float** DrainAmount)
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**Notes**
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* Setting any of the Regen variables to an invalid amount, for example: RegenAmount, Rate, or Delay being negative will disable regeneration.
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* Many variables have Get and Set functions that can be overridden. This is to allow for modifications to the resource, such as an increase upon leveling where you may override GetMaxAmount() as MaxAmount * Level.
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* Dispatchers are called on all instances, but may be called prior to replication. Related functions have a float that provides the soon-to-be replicated value. It is highly recommended to use this output instead of GetCurrentAmount.
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**Dispatchers**
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* OnGenericDamageTaken
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* Called on ApplyDamage when Point or Radial is not used.
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* OnPointDamageTaken
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**Variables**
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* Default Modification Data **DamageModificationData**
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* A data asset that will be added on BeginPlay.
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* If any were added to the initial ModificationRules array, these will be added afterwards.
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**Notes**
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* If BindDamageDelegates is overridden without binding the 3 core dispatchers, the original functionality with modifications may be broken. OnGenericDamageTaken, OnPointDamageTaken, and OnRadialDamageTaken each are bound to a function that calculates damage based on the modifications.
* An array of the modifications housed in this Data Asset.
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**Notes**
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* This data asset is used to keep collections of modifications or a single modification used in multiple instances. For example: Creating a new data asset that doubles damage from a bullet damage type can be created and easily applied to various actors.
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---
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# Resource Function Library(Blueprint Function Library)
* Used on Damage Type classes to modify damage directly on the damage type.
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* If the modification attempts to use this, but the damage time does not implement the interface, it will not apply the modification.
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**Notes**
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* This functionality is constant and can really only change by creating a new DamageType that implements the interface.
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---
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---
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**Final Notes**
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* When creating a new widget for the HealthResourceWithUI component, you can create a function with the name SetResourceComponent using a ResourceComponentBase input and the function will automatically be called when using it as an Onscreen Widget or Overhead Widget.
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* The HealthResourceWithUI component is not as malleable as the Health or base Resource component. It is primarily made to be a quick “drag and drop” on an actor blueprint.
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* If these components are not functioning correctly in multiplayer, make sure the owning actor has Replicates enabled. If you’re using the components on a mesh you simply placed in the world it will not immediately work as that is not Replicated.
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