> 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/creating-your-attribute-system/quick-start.md).

# Quick Start

In this chapter, we will create a **Health Bar** as an example.\
In this example, the character and map are from Unreal Engine’s default **Third Person Template**.

#### Create a Designer

First, right-click in the **Content Browser**, then select **RooGame → Stat → Roo Stat Designer** to create a **Stat Designer** panel.

Double-click the file you just created to open it.

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#### Set the Namespace

Then, locate the **Namespace** setting and enter a name for your project.

For a detailed explanation of this concept, click here.

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In this example, we use **MyProject** as the namespace.

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#### Configure Attributes

Add **HP** to the **Attribute** section and **MaxHP** to the **Stat** section.

For more information about **Attributes** and **Stats**, see **here**.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2F1q6GWnwOi7T9XwqOaQMn%2Fimage.png?alt=media&#x26;token=523c3e54-6248-4cc1-82fb-226e3aaea725" alt=""><figcaption></figcaption></figure>

#### Add a Character

Create a **Friendly** category, then select the category you just created and add the **Player** character to it.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2FmDFotNFOM1J0lNpDgml4%2Fimage.png?alt=media&#x26;token=a1613c54-a7c9-482b-a804-8bb56f548801" alt=""><figcaption></figcaption></figure>

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#### Configure Character Attributes

Set **HP.MaxStat** to **MaxHP** to use it as the maximum value for HP.

Then, set **MaxHP.Base** to **100** as the character's initial maximum health.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2F42gb7wS4YAo1zQXl7vCm%2Fimage.png?alt=media&#x26;token=34cf3801-05aa-44a3-8fff-6a3d831f06d4" alt=""><figcaption></figcaption></figure>

Click **Use** in the top-right corner to save your configuration.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2FYPTFqe2mUPZy2K8vTgPG%2Fimage.png?alt=media&#x26;token=b1cdc9d8-1bc1-4204-9bc3-28142fd906ad" alt=""><figcaption></figcaption></figure>

#### Assign the Framework Data Asset

After clicking **Use** in the Stats Designer, open **Edit > Project Settings > Plugins > Ultimate Stats Framework**. Under **Global Data**, set **Default Framework Data** to the generated `DA_RGFData_*` asset.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2FHXUJGw98rjXKI9mzAqcO%2Fimage.png?alt=media&amp;token=79f70614-62e2-4438-acf3-79bf4cc172a8" alt=""><figcaption></figcaption></figure>

#### Add the Ultimate Stats Framework Component

Add the Ultimate Stats Framework **Component** to your character.

Then, in the **Character** category on the right, locate **CharacterTag** and set it to the character tag we created earlier:

**MyProject.Character.Friendly.Player**

Each character corresponds to a unique gameplay tag.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2FFFYXf9G2vgbIzaSJJGfd%2Fimage.png?alt=media&amp;token=b9d035df-f2a2-49a2-9650-fc5665af158c" alt=""><figcaption></figcaption></figure>

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The character’s **HP** and **MaxHP** are now fully configured. Next, we will display them in the UI.

#### Display Attributes in the UI

First, create a **Health Bar** widget.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2FlK4nuC3INywcccOEPKIe%2Fimage.png?alt=media&#x26;token=c122097c-3429-40d2-a8ea-7b0158bc330b" alt=""><figcaption></figcaption></figure>

#### Read Attributes and Stats

To read an attribute value, use **GetValueByTag** from the Ultimate Stats Framework **Component** and select the attribute tag you created earlier.

Each attribute you create has a corresponding gameplay tag. In this example, we use:

* **MyProject.Stats.Attribute.HP**
* **MyProject.Stats.Stats.MaxHP**

The return value is the current value of the selected attribute. At this point, both **HP** and **MaxHP** are **100**.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2F37mXkeJOqJfn3ytyHznN%2Fimage.png?alt=media&#x26;token=5833cd38-9820-48e7-a709-3a588953f2cd" alt=""><figcaption></figcaption></figure>

Next, pass the character’s Ultimate Stats Framework **Component** to the corresponding UI widget.

The UI can then use this component to read the attribute values and update the displayed values accordingly.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2FQsZUhLphgIEZRAfR1dHw%2Fimage.png?alt=media&#x26;token=45fc2613-b4ca-4563-bb27-e443adfb9838" alt=""><figcaption></figcaption></figure>

#### Modify Attribute Values

To modify an attribute value, use **ChangeAttributeValueByTag**, select the corresponding attribute tag, and pass in the amount you want to change.

For example, you can use this function to modify the character’s **HP** value.

<figure><img src="https://2218703886-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4YPyrdOyfjDGtlxlvjSd%2Fuploads%2FAonnQe0Mf7uS8d24u372%2Fimage.png?alt=media&#x26;token=51d2b545-5d92-493d-8852-59bfcf8706e7" alt=""><figcaption></figcaption></figure>

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