KBVECombat
Overview
Section titled “Overview”KBVECombat is the shared combat domain — server-authoritative damage, teams/factions, and death — built on KBVEGameplay primitives (stats + effects). It depends on KBVEGameplay, never the reverse: combat consumes the primitives, it doesn’t define them. Backend-agnostic — Mover pawns, CMC characters, and Mass NPC proxies all fight through one interface.
Pieces
Section titled “Pieces”UKBVECombatComponent— resolves damage against the owner’s Health stat viaIKBVEStatTarget, tracks team + replicated dead state, firesOnDamaged/OnDeath. ImplementsIKBVECombatant.IKBVECombatant—GetTeamId/IsAlive/ApplyDamage; uniform participation regardless of movement backend.FKBVEDamageEvent— amount,EKBVEDamageElement, instigator, hit info.UKBVECombatStatics—ApplyDamage/IsAlive/GetTeamId/AreHostile, resolving a combatant on any actor.
FKBVEDamageEvent Dmg;Dmg.Amount = 25.f;Dmg.Element = EKBVEDamageElement::Fire;Dmg.Instigator = Attacker;UKBVECombatStatics::ApplyDamage(Target, Dmg); // authority-onlyAdd UKBVECombatComponent to any actor implementing IKBVEStatTarget with a Health stat (e.g. AKBVEMoverPawn, AchuckCoreCharacter). Damage flows through the stat, composing with KBVEGameplay effects and replicating via the owner’s transport (Iris / KBVENet).
Roadmap
Section titled “Roadmap”- Element resist/weakness scaling, attack/ability driver (windups/cooldowns/hitboxes), threat/aggro + death loot hooks, combat-event feed for UI.