# Combatants

The combatant component is a central feature to the Omega Game Framework. It acts as a blueprint-only alternative to the Gameplay Ability System, give the user access to custom Abilities and Attributes. To add a combatant component, simply do so from the component drop-down. NOTE: It is recommended that you only use combatant components on a character class.

You can bind ANY user widget to your combatant component to quickly update various child widgets to that of its linked combatant.&#x20;

* Add the WidgetInterface\_Combatant to any User Widget you want to bind to.
* Override Get **Combatant Component** and attach you combatant.
* Attach whichever available widgets you wish to the other *Get* functions to update their value. (Unused gets will be ignored.)

Damage Modifiers allow you to modifer damage applied to a combatant's attribute. They work similar to **Attribute Modifiers.**

Add **DataInterface\_DamageModifer** to any UObject.

Add that object as a Damage Modifier using the SetDamageModifierActive in the Combatant component, and setting **Active** to true. They can be removed by setting **Active** to false.

The **Modify Damage** Function will adjust the incoming damage and return it out however you like. NOTE: If you implement this interface, but do not setup the function, it will always return 0 damage.&#x20;


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