Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
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    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  • How It Works
  • Example Usages
  • See Next: How to Create/Edit Status Effects?

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  1. Components / Managers
  2. Shared Components

Status Effect Manager

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Last updated 3 months ago

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The Status Effect Manager (AC_StatusEffectManager) is a lightweight yet essential component responsible for managing status effects in the project, for both player and AI. It provides functionality to add, track, and manage the buildup and decay of status effects, ensuring seamless integration with gameplay mechanics.

It is added to the Base Character class by default (B_Base_Character).

How It Works

  1. Adding Status Effects:

    • Status effects can be added dynamically via multiple methods:

      • TryAddStatusEffect

      • StartBuildup

      • AddOneShotBuildup

    • When added, the manager checks if the effect is already active:

      • If Active: Won't re-instantiate the effect.

      • If New: Will insantiate the relevant UObject for the status effect and start tracking it.

  2. Tracking Active Effects:

    • Keeps a map of active status effects for quick lookup.

  3. Buildup and Decay:

    • Buildup mechanics allow effects to accumulate gradually over time (e.g., poison buildup from multiple hits).

    • Once the buildup threshold is reached, the effect activates fully.

    • Effects automatically decay or are removed based on their duration or external triggers.

Example Usages

B_StatusEffectArea & B_StatusEffectOneShot are great example actors that demonstrate how the Status Effect Manager component can be utilized.

Start/Stop Buildup:

Add One Shot Buildup:

Both of these functions will call TryAddStatusEffect if the target Status Effect is not active. So it almost never has to be called manually.

See Next:

How to Create/Edit Status Effects?