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COMPONENTS

aN oVERVIEW
OF THE COMPONENTS

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Health Component

The Health Component is a reusable Actor Component that centralizes health-related logic, such as tracking current and maximum health, and detecting when health is depleted to trigger death events. It allows developers to add health to any actor without modifying the base character class, providing modularity and enhancing code reusability by using event dispatchers to notify other systems of health changes. 

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Damage Component

The Damage Component handles Damage Logic:

It implements functions for taking damage, damage responses, and other combat-related logic, rather than relying on built-in events or excessive inheritance. It also stays responsible for checking for death, ensuring health values stay within bounds. ​By being a component, it can be easily added to any actor, providing consistent damage systems without needing to rewrite logic for each new actor. 

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Interaction Component

The interaction component manages and facilitates a player's ability to interact with objects in the game world, handling tasks like detecting objects in range, initiating interaction sequences, and supporting different interaction types (e.g., press, hold). By separating interaction logic into a reusable component, developers can create modular systems that are easier to maintain and adapt for various actors and projects. 

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Weapon Component

The Weapon Component handles core weapon functionalities such as attaching the weapon to a character's skeletal mesh, managing shooting mechanics (like projectile spawning, sound effects, and animations), and storing weapon-specific properties such as ammo capacity and fire rate. It provides a modular way to add and manage weapons, allowing for customizable behaviors and integration with player input systems for a dynamic gaming experience.  

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Equipment Component

The Equipment Component is a modular script attached to a character that handles the logic for equipping, de-equipping, and managing items like weapons, armor, and accessories. It functions by adding items from an inventory to specific character slots, visually applying the item's 3D mesh to the character's skeletal mesh, and modifying the character's attributes (e.g., strength, defense) based on the item's stats. This creates a system where equipping an item changes the character's appearance and gameplay capabilities. 

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Player Stats Component

The Player Stats Component is a reusable Actor Component that allows you to create a flexible and customizable system for tracking and managing a character's various statistics, such as health, strength, experience points (XP), and levels. It provides a central location to store, update, and access these stats, enabling features like level progression, attribute distribution, and the application of buffs and effects.

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Quest Component

The Quest Component isn't a built-in class but a custom component you create to manage a game's quest system, grouping quest-related logic and data into a modular, reusable unit that can be added to actors like characters or quest givers. It enables you to track quest progress, store quest data, handle quest acceptance and completion, and provide information like objectives and rewards, all through a dedicated, organized system.  

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Motion Matching Component

This Component is a query based animation pose selection system dynamically choosing the best animation from a database to match a character's current trajectory and movements, replacing complex state machines for more natural and responsive character locomotion. It relies on a Pose Search to organize animation data and a Character Trajectory Component to define the character's movement, creating seamless, adaptive character movement. 

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AI Perception Component

The AI Perception Component allows an AI to detect and receive information from its environment, such as what it sees or hears, by configuring various "senses" like sight and sound. This component works with an AI Perception Stimuli Source Component, which is added to actors to make them perceptible to the AI. The AI Perception system then uses this information to trigger actions or update its behavior in a game. 

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