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Starter attribute pack

The Entity Config wizard can generate three project-owned schema assets containing a small, coherent authoring baseline. The pack demonstrates resource values, maxima, signed rates, normalized chances, raw ratings, and multipliers without making any name or formula mandatory.

Existing configured schemas are always reused without modification. The tables below apply only when the wizard creates a missing schema.

Generated Vital schema with Health and MaxHealth expanded in Unreal's Data Asset editor

The starter pack is editable project Content. Use the shown defaults and bounds as a baseline, then change them to the units and balance of the game before saves ship.

Vital domain

AttributeMeaningDefaultInitial bounds
HealthCurrent life resource1000–100,000
MaxHealthProject-owned Health capacity1001–100,000
HealthRegenerationSigned Health change per second0-100,000–100,000
ShieldCurrent absorbable protection resource00–100,000
MaxShieldProject-owned Shield capacity1000–100,000
ShieldRegenerationSigned Shield change per second0-100,000–100,000

Health and Shield are current resources. Their Max partners are ordinary attributes; Mass Forge does not silently bind a current value to its maximum. Use a Derived Attribute profile, effect, or project rule when a project wants that relationship.

The regeneration attributes are signed rates. A positive value can drive regeneration and a negative value can drive degeneration. A Regeneration Profile decides which target samples which rate and at what interval; merely owning a rate attribute does not activate processing.

Combat domain

AttributeMeaningDefaultInitial bounds
AttackPowerRaw source power rating100–100,000
DefenseRaw mitigation rating00–100,000
ArmorPenetrationRaw penetration rating00–100,000
CriticalChanceNormalized probability0.050–1
CriticalMultiplierDamage multiplier1.51–100
AccuracyNormalized project hit-chance input10–1
EvasionNormalized project avoidance input00–1

Raw ratings do not imply a formula. A Damage Definition may use AttackPower and Defense directly, while the caller may derive request penetration from ArmorPenetration. Accuracy and Evasion are supplied as common normalized inputs for project targeting or policy code; the stock damage calculation does not roll hit chance.

CriticalChance is a fraction, not a percentage point value: 0.25 means 25%. CriticalMultiplier is a multiplier: 1.5 means 150% of pre-critical damage. Damage requests provide their deterministic critical roll explicitly.

Support domain

AttributeMeaningDefaultInitial bounds
ManaCurrent ability resource1000–100,000
MaxManaProject-owned Mana capacity1001–100,000
ManaRegenerationSigned Mana change per second0-100,000–100,000
StaminaCurrent action resource1000–100,000
MaxStaminaProject-owned Stamina capacity1001–100,000
StaminaRegenerationSigned Stamina change per second0-100,000–100,000
MoveSpeedProject-owned movement-speed value6000–100,000
CooldownRateProject-owned cooldown-speed multiplier10.01–100

Mana and Stamina are current resources suitable for ability costs and Instant Effects. MoveSpeed intentionally has no assumed Unreal movement-unit conversion. CooldownRate uses 1 as its neutral multiplier, but Mass Forge does not automatically scale cooldowns from it; the project decides where and how that input participates.

Safe customization

Before the first shipped save, edit, replace, or remove any starter entry freely. Keep every name unique within its domain, preserve unique in-range slots, use finite defaults/bounds, and run the schema overview plus Project Health after changes.

After saves have shipped, an attribute's domain and name are persistent identity. Slot repair does not change identity, but a rename or domain move requires an explicit schema migration.

Rename example

Suppose released schema version 1 used Vital.MaxHealth, and version 2 should call it Vital.HealthCapacity:

  1. Rename the schema entry to HealthCapacity while keeping a valid unique slot.
  2. Create a Mass Forge Attribute Snapshot Migration with stable ID Migration.Attributes.1To2.
  3. Set Source Schema Version to 1 and Target Schema Version to 2.
  4. Add one Rename or Move rule from Vital.MaxHealth to Vital.HealthCapacity.
  5. Set Snapshot Schema Version to 2 and keep Oldest Supported Snapshot Schema Version at 1 while version-1 saves remain supported.
  6. Run Project Health and confirm a complete migration path.
  7. During load, call Migrate Mass Forge Attribute Snapshot before Restore Mass Forge Attribute Snapshot.

Migration changes identity without scaling or reinterpreting the saved float. If units change, perform the project-specific numeric conversion in the surrounding SaveGame upgrade before restore.

Suggested first uses

  • Configure a Damage Definition with Vital.Health, optional Vital.Shield, Combat.AttackPower, and Combat.Defense.
  • Configure a Regeneration Profile targeting Vital.Health and sampling Vital.HealthRegeneration with scale 1.
  • Author a self-heal ability that spends Support.Mana and applies a positive Vital.Health Instant Effect.
  • Use Accuracy, Evasion, ArmorPenetration, MoveSpeed, and CooldownRate only in project rules that state their units and formula explicitly.

See the Blueprint-only quick start, schema editor guide, regeneration guide, damage guide, and persistence guide for the related workflows.

Mass Forge documentation — generated from the shipping Markdown source.