A pool of health that can be damaged and/or healed. Pool identifier is the Tag: define one health_pool_tag subclass per pool type (e.g. shields_pool_tag := class(health_pool_tag)) - conditional matching and result entries reference pools by that tag. Pools carry their own modifier stacks, evaluated as the pool LAYER.
Verse using statement |
using { /UnrealEngine.com/HealthPipeline } |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
CurrentValue |
?float |
|
MaxValue |
?float |
|
Tag |
health_pool_tag |
The pool's identity tag; fixed at setup (non-var) so identity cannot change while the pool is live. |
DamageModifiers |
?health_adjustment_modifier_stack |
Pool-layer damage modifier stack. |
HealingModifiers |
?health_adjustment_modifier_stack |
Pool-layer healing modifier stack. |
Functions
| Function Name | Description |
|---|---|
CanProcessAdjustment |
Gates whether this pool processes an adjustment entry; the default processes everything - override for pool-specific rules (e.g. shields refuse Penetrating entries). |