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NAVEGATION
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The MHS utilizes a Data-Driven architecture to manage visual feedback. This approach decouples programming logic from artistic design, centralizing visual configuration within a single Data Table.
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The entire visual identity of the system resides in a master Data Table.
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Asset: 🟦 DT_Visual_Data.
When the system processes damage, it queries this table to render the result on screen, avoiding the use of static values or direct dependencies within Blueprints.
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To display damage amounts, the system does not use simple screen widgets but rather physical actors for better depth management and occlusion.
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Upon receiving an impact, the system triggers visual responses that follow different logic for Particles vs. Numbers:
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A. Particles (Health Context)
Particle systems (Niagara/Cascade) react to the Actor State or the layer receiving damage:
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B. Floating Numbers (Elemental Context)
In the Standard state, the number's color does not depend on whether it hit health or shield, but on the attack's Element defined in DT_Visual_Data.
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Logical behavior upon impact is defined via the enum variable 🟩 Status_Type:
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For critical zone detection, the system uses a modular approach.
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Component: 🟦 BP_Weak_Point (Child Actor).
Box Collision is aligned with the vulnerable bone (e.g., Head).