> For the complete documentation index, see [llms.txt](https://roogame.gitbook.io/roogame/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://roogame.gitbook.io/roogame/ultimate-stats-framework/changelog.md).

# Changelog

## **Development Update**

The following systems have now been completed:

* Inventory System
* Weapon Holding System
* Item & Equipment Pickup System
* Universal Camera System

Development is currently focused on the **Demo, tutorial videos, and documentation**.

The new version is expected to be released in approximately **7 days**.

## Version 3.0 - September 16, 2026

This update completes the transition to **Ultimate Stats Framework** and significantly expands custom Status Effect, Equipment, Editor, and unified component support.

### **Added**

* Added Blueprint-based custom **Status Effect Objects**.
* Added private runtime Status Effect instances for every active stack.
* Added the following Status Effect lifecycle events:
  * **Can Apply**
  * **On Applied**
  * **On Stack Added**
  * **On Refreshed**
  * **On Tick**
  * **On Expired**
  * **On Dispelled**
  * **On Removed**
* Added runtime **Self Component** and **Target Component** references.
* Added Status Effect **Icon** and **Description** fields for UI and tooltips.
* Added Status Effect lookup using a **Gameplay Tag**.
* Added component events for Status Effect addition, removal, refresh, tick, expiration, and dispel.
* Added Tag-based access to Equipment, Tables, Formulas, and Status Effects through **Roo Gameplay Framework Component**.
* Added **Clear All Status Effects** support.
* Added shared-period stack ticking without resetting the current tick timer.

### **Improved**

* Renamed and rebranded the plugin as **Ultimate Stats Framework**.
* Unified the major gameplay systems under one Blueprint-friendly component.
* Improved Status Effect stacking, duration, overflow, periodic execution, and removal behavior.
* Improved Designer category loading, local asset refresh, and generated Blueprint handling.
* Improved compatibility with assets created before the plugin rename.
* Removed bundled Demo content and native Demo Gameplay Tags from the commercial plugin.
* Moved the complete Demo into a separate downloadable project.
* Improved editor stability when loading, deleting, and refreshing generated assets.

### **Fixed**

* Fixed Status Effect Designer crashes during workspace loading.
* Fixed Status Effect panels failing to open after saving changes.
* Fixed nested Designer categories not displaying their contents.
* Fixed incorrect stack timing when adding another periodic-effect stack.
* Fixed old asset paths failing after the plugin rename.
* Fixed missing source copyright information reported during Fab review.

### **Compatibility**

* Built and validated for **Unreal Engine 5.5, 5.6, 5.7, and 5.8**.
* Supports **Windows and macOS**.
* Existing Stat, Formula, Table, Equipment, and legacy Status Effect configurations remain supported.

## Version 2.1 — August 13, 2026

This update introduces a customizable, Gameplay Tag-driven Stat Calculation system for defining how modifiers affect final Stat values.

#### Added

* Added the new **Stat Calculation** panel to Stats Designer.
* Added one shared Stat Calculation rule for each Designer namespace.
* Added four default Modifier Channel Gameplay Tags:
  * `BaseFlat`
  * `BasePercent`
  * `FinalFlat`
  * `FinalPercent`
* Added support for creating custom Modifier Channels and organizing them into categories.
* Added drag-and-drop organization for Modifier Channels.
* Added formula validation with clear error messages.
* Added collapsible Help sections for Modifier Channels, the default formula, examples, and supported syntax.
* Added Blueprint functions for adding and removing Stat modifiers by Modifier Channel Tag.

#### Improved

* Equipment and Status Effects can now select a **Modifier Channel Tag** to control exactly where a modifier is applied.
* All modifiers assigned to the same channel are automatically added together.
* Channels without active modifiers automatically resolve to `0`.
* All Stats in the same namespace now use one shared calculation rule, removing the need to configure a calculation profile for every Stat.
* Stat Calculation data is stored directly inside the namespace’s `DA_RGFData_*` asset.
* Existing Constant and Percent modifiers remain compatible and automatically map to `BaseFlat` and `BasePercent`.

#### Default Calculation

```
((BaseValue + BaseFlat) * (1 + BasePercent) + FinalFlat) * (1 + FinalPercent)
```

The calculation formula can be replaced with a custom formula using `BaseValue` and any Modifier Channel defined in the Stat Calculation panel.

#### Formula Support

Stat Calculation formulas support:

```
+  -  *  /  ( )
min(a,b)
max(a,b)
clamp(value,min,max)
abs(x)
floor(x)
ceil(x)
round(x)
sqrt(x)
pow(a,b)
```

#### Compatibility

* Existing Stat configurations continue to work without requiring immediate migration.
* Existing Constant modifiers are treated as `BaseFlat`.
* Existing Percent modifiers are treated as `BasePercent`.

## Version 2.0 — August 11, 2026

Major update focused on a simpler runtime workflow, centralized gameplay data, and expanded visual Designer tools.

#### Added

* Ultimate Stats Framework **Component**
  * A single primary component for character gameplay systems.
  * Combines access to Stats, Attributes, Inventory, Equipment, Buffs, and related gameplay actions.
  * Designed to reduce setup complexity for Blueprint and C++ users.
* **Global Gameplay Framework Data**
  * Added `DA_RGFData_<Namespace>` as the central Data Asset for shared framework data.
  * Formula, Progression Table, and Status Effect mappings are stored in this Data Asset.
  * Added `UUltimate Stats Framework Subsystem` for accessing global framework data from the Game Instance.
  * Formula calculations can be requested by Gameplay Tag through the framework component and global subsystem.
* **Expanded Stats Designer**
  * Added dedicated Designer workspaces for:
    * Formula
    * Progression Table
    * Status Effect
  * Formula, Table, and Status Effect assets can be created from the Designer and automatically receive matching Gameplay Tags.
  * Added category folders and nested category support for Formula, Table, and Status Effect assets.
  * Added drag-and-drop category organization for Formula assets.
  * Added a Growth Preview to the Progression Table workspace.
  * Manual Growth remains editable for every stage, allowing custom values such as `50, 100, 180, 200, 250`.
* **Designer Persistence**
  * The active Designer panel is remembered after reopening.
  * Stat and Attribute visibility settings are saved.
  * Stat and Attribute ordering is saved.
  * Column visibility settings are saved.

#### Improved

* **Local Asset Priority**
  * Opening the Designer and using Refresh now scans the current Designer directory.
  * Local Stats Set, Stat, Attribute, Formula, Table, and Status Effect assets take priority over old cached mappings.
  * Changes made directly to individual Data Assets can be reflected in the Designer without recreating the full setup.
  * Missing local Formula, Table, or Status Effect assets no longer remain as stale Designer entries.
* **Stats Refresh**
  * Stats Set rows are rebuilt from the actual local Stats Set assets.
  * External changes to Stat base values, Formula assignments, Attribute Min values, Max Stat assignments, and Start Percent values are reflected after Refresh.
* **Panel Refresh Behavior**
  * Refresh now updates the active panel correctly.
  * Formula refreshes Formula assets.
  * Table refreshes Table assets.
  * Status Effect refreshes Status Effect assets.
  * Stats Designer refreshes local Stats Set assets and Gameplay Tag definitions.
* **Deletion Workflow**
  * Right-click Designer menus now provide Delete-only actions.
  * Removed the unstable Rename workflow for Gameplay Tags, folders, Stats Sets, Formula assets, Tables, and Status Effects.
  * Deleting Formula, Table, Status Effect, Equipment, or Item assets now protects temporary Designer registries during asset cleanup to prevent editor crashes.
  * Associated generated assets and Designer mappings are cleaned up with deletion.

#### Changed

* Formula, Table, and Status Effect Designer data now use the central `DA_RGFData_<Namespace>` workflow instead of requiring separate persistent registry assets.
* The namespace is used consistently for generated Gameplay Tags and framework data asset naming.
* The framework is now more suitable for projects that want a small public setup surface: one character component and one global data configuration asset.

#### Compatibility Notes

* Existing Designer data is migrated into the central framework data asset when possible.
* Existing Blueprint references may need to be refreshed after updating to Version 2.0 if they referenced older component or registry workflows.

## Version 1.02 — August 10, 2026

Editor workflow update focused on faster Stats Designer configuration and clearer progression table editing.

#### Improved

* Updated the Progression Table editor with an always-visible, editable `ManualGrowth` list.
* Growth modes can now generate values for every stage, then individual stages can be manually overridden.
* Added automatic resizing of Manual Growth values when Max Stage changes.
* Improved formula evaluation with precompiled expressions, cached runtime evaluation, and automatic dependency updates for affected Stats.
* Improved the Formula Data Asset editor workflow and validation feedback.

#### Stats Designer

* Removed the right-side Inspector panel for a cleaner, wider table workspace.
* Added a fixed `StatsSet` column that remains visible while horizontally scrolling the table.
* Added persistent left-panel tag order and visibility settings.
* Added persistent Visible Fields settings for:
  * Attribute Min
  * Attribute Max Stat
  * Attribute Start Percent
  * Stat Base
  * Stat Formula
* Stats Designer view settings are now saved to the Designer Data Asset and restored when reopening the editor.

## Version 1.01 — August 9, 2026&#x20;

Maintenance update focused on formula reliability, runtime performance, automatic dependency updates, validation, and Stats Designer tag management.

#### Fixed

* Fixed an infinite loop when formulas used negative values after operators, such as `5 * -1`.
* Invalid formulas now safely return `0` instead of freezing execution.
* Fixed Stats Designer removal buttons incorrectly treating configuration tags as native C++ tags.
* Fixed deleted Gameplay Tags remaining in memory after their configuration entries were removed.
* Fixed generated Stat and Attribute assets not being fully cleaned up when deleting tags.
* Fixed formula-based Stats not automatically updating when referenced Stats or Attributes changed.
* Fixed dependent Stats not broadcasting `OnStatChanged` after their calculated values changed.

#### Included

* Real-time formula validation in the Formula Data Asset editor.
* Validation for operators, parentheses, functions, arguments, and value references.
* Gameplay Tag existence validation for Stat and Attribute references.
* Support for full Gameplay Tags and short names such as `self.stat.Defense`.
* Clear validation errors for unknown references such as `target.stat.Defen`.
* Automatic removal of associated Stats Set references and generated assets.
* Automatic refresh of the Gameplay Tag tree and Stats Designer after deletion.
* Formula precompilation when the Stats Component initializes.
* Cached compiled expressions for faster repeated formula evaluation.
* Automatic dependency tracking for Stat, Base Value, and Attribute references.
* Chained dependency updates, such as `Experience → Level → MaxExperience`.
* Automatic recalculation of Stats affected by changed Stats or Attributes.
* Automatic `OnStatChanged` events for every dependent Stat whose value changes.
* Attribute clamping and dependency propagation when a referenced Max Stat changes.
* Circular dependency protection during formula calculation and update propagation.

## Version 1.0

Initial commercial release built and validated for Unreal Engine 5.5, 5.6, 5.7, and 5.8.

### Included

* Data-driven Stats and Attributes
* Stats Sets, formulas, and progression tables
* Runtime modifiers and reusable Stat Actions
* Status effects with stacking, duration, periodic execution, source tracking, and UI queries
* Inventory, equipment, item modifiers, events, and base UMG integration
* Stats Designer and custom Data Asset editors
* Setup panel for required project configuration
* Blueprint-focused demonstration content
* English documentation
