Status Component
Add StatusEffectManager Component to your character
Invent some fancy StatusEffect-GameplayTags and add them to your RPGTags list
Add StatusEffect-GameplayTags to your character’s StatisticsComponent
![](https://media.wikiful.com/b02b736d-a4c4-42d8-8239-1e44e49e92f2/58c08147-3f78-4fe6-9600-8d2d71068654/Screenshot%202024-05-30%20111916-300.png)
Create the StatusEffect itself and overrides those functions to define your behaviours:
![](https://media.wikiful.com/b02b736d-a4c4-42d8-8239-1e44e49e92f2/0d7bda2d-4f12-4589-837a-52b1b31af889/Screenshot%202024-05-30%20112029-300.png)
a. Inherit from following:
InstantlyStatusEffect: All the functions are called at the creations and just once
ForDurationStatusEffect: Calls OnStatusEffectsStarts and OnTriggerStatusEffect at start and OnStatusEffectsEnds after the duration
PeriodicallyOverDurationStatusEffect: Calls OnStatusEffectsStarts at start, OnTriggerStatusEffect periodically every duration / triggerCount times and OnStatusEffectsEnds at the end.
![](https://media.wikiful.com/b02b736d-a4c4-42d8-8239-1e44e49e92f2/8853b4dc-e45a-4cc0-a905-080f4191d6a8/Screenshot%202024-05-30%20112146-300.png)
c. Modify the class default as you wish.
Adding a Status
● Apply and configure the StatusEffectManager Component also to your Enemie.
● You can easily add status effects to terrain, traps, or weapons by just getting from the collided actor the StatusEffectManager and apply the corresponding status effect.
● For example the slow effect you also need to adjust the logic in the PlayerCharacter, otherwise the sprint logic will negate the slow effect.