EXPRESSION
Developer Walk-through
SYSTEMS & RESPONSIBILITIES
This Blueprint function calculates the player’s Dynamic Attack Rate by iterating through stored combat data for each enemy. It performs multiple summations — including weighted attack impact (WiHi), penalty modifiers (PjMj), and temporal decay factors (T and G) — to produce a balanced metric reflecting real-time combat performance.
Calculates the total contribution of each successful attack weighted by importance, using exponential decay to reduce the influence of older actions.
Computes the weighted impact of successful hits (WiHi) and accumulated penalties for missed attacks (PjMj), both processed with time-based decay.
Handles temporal spacing and global gameplay gap modifiers to stabilize the dynamic formula and maintain fairness.
Combines all calculated parameters into a normalized Attack Rate output that drives combat performance and ability unlocks.
Defines EnemyAttackData structures and maps to track per-enemy combat history, ensuring accurate and isolated calculations.
Handles hit detection, damage application, attack data logging, and feedback triggering for responsive combat interactions.
Executes cinematic finisher attacks using root motion, targeting logic, state locking, and data resets.
Mouse-wheel driven weapon equip and sheath system with animation and socket attachment handling.
Modular targeting component handling enemy locking, switching, and camera focus.
Integrates attack montages with animation notifies for damage timing, combo control, and finisher activation.