HUD Framework
The layer that makes multiplayer combat visible on screen
What: Built the controller layer (MVC pattern) between the Gameplay Ability System and the UI. In multiplayer, the ability system already replicates data like health, buffs, and ability state to every client automatically. But replicated data sitting in memory doesn't help if nobody can see it. This framework gets that data onto the screen. The base classes cache the player controller, player state, ability system, and attributes. Subclasses subscribe to specific attribute changes (health dropped, buff applied, cooldown started) and broadcast them to UI widgets.
Why: One pattern for every piece of combat UI: subscribe to data, broadcast to widget. Health bars, damage numbers, cooldowns all use the same pipeline.
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