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Extensibility and GAS

BlueprintNativeEvent interfaces allow project overrides around current queries/mutations. Preserve authority, notification and default/reset contracts when subclassing. Existing Blueprint components/widgets can be used as reference assets after graph inspection.

New stats such as Oxygen or Radiation need their own component state, queries/mutations, replication and pulse strategy. The current subsystem getters and CrossAffectManager destinations are fixed to four concrete component types; another interface does not register itself automatically. Extend maintained C++ routing or create a separate project coordinator.

A new state tag can carry project metadata, but needs an emission method, exact map entry and handler logic before it affects simulation. Arbitrary Health state injection is not exposed by I_HealthComp. Numeric temperature/stamina APIs are also narrower than a general effect system.

GAS remains optional. There is no AttributeSet, ASC or GameplayEffect-to-component adapter in this module. A project bridge can query values, invoke supported mutations on authority and emit events/mirror attributes. Define one state owner and avoid cyclic synchronization. See Optional GAS Integration.

Persistence, movement speed, environment queries, inventory consumption and permission models are project responsibilities. SurvEnumTypes contains EFoodType, EHealthType, EStaminaType and ELifeType; enum existence does not implement additional effect dispatch.