Limen Framework 0.1 Help

LimenAbilitySystem Module

Subsystem Breakdown

Behavior Tree Services

Class Name

Role

UBTService_CompareAttributeValue

Compares the value of an attribute with a specified value and stores the result in the blackboard.

UBTService_ReadAbilityState

Reads the active state of an ability and stores it in a blackboard key.

UBTService_ReadAttributeValue

Reads an attribute value and stores it in the blackboard.

Behavior Tree Tasks

Class Name

Role

UBTTask_LimenActivateAbility

Activates a Limen ability through a Behavior Tree task node.

UBTTask_LimenDeactivateAbility

Deactivates a Limen ability using the Limen Ability System through a Behavior Tree task.

Core Classes

Class Name

Role

ULimenAbilityBase

Base class for abilities in the Limen Ability System, providing common functionality and interfaces.

ULimenAbilityComponent

Manages, loads, and interacts with abilities and attributes within the Limen ability system framework. Handles gameplay-related capabilities such as ability initialization, attribute management, and dependency resolution.

FLimenAbilitySystemModule

Manages the initialization and shutdown of the Limen Ability System module.

Attribute Classes

Class Name

Role

ULimenAttributeBase

Behaves as a meter, typically used for health or stamina in a player.

ULimenHealthAttribute

Represents a health attribute in the Limen Ability System, inheriting from ULimenAttributeBase.

ULimenStaminaAttribute

Represents a stamina attribute for characters in the game, inheriting from ULimenAttributeBase.

Specific Abilities

Class Name

Role

ULimenActiveAbility

Base class for active abilities in the Limen Ability System.

ULimenPassiveAbility

Base class for passive abilities in the Limen Ability System.

ULimenAttackAbilityInterface

Defines the contract for attack abilities within the Limen Ability System.

ULimenVariableMovementAbility

Manages movement abilities with sprinting and crouching functionalities.

Design Philosophy

The LimenAbilitySystem module is designed to provide a robust framework for managing abilities, attributes, and their interactions in a game. It leverages Behavior Trees to facilitate complex ability activation and deactivation logic, ensuring that gameplay mechanics can be easily customized and extended.

Developers can integrate the LimenAbilitySystem into their projects by adding the necessary components and behaviors to their characters or entities. This allows for dynamic ability management, enabling developers to create a wide range of gameplay experiences. The system also supports easy extension through interfaces like ULimenAttackAbilityInterface, making it straightforward to add new abilities without modifying existing code.

22 May 2026