# DA_DataAssetArchitecture — Data Asset Architecture Overview

**Parent Class:** `UDataAsset`
**Dependencies:** All consuming systems
**Purpose:** Overview of all 20 Data Asset types in the framework, naming conventions, and dependency rules.

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## Architecture

The Modular Game Framework uses `UDataAsset` (and subclass `UPrimaryDataAsset` where persistent identifiers are needed) as the primary authoring format for designer-facing content. Each DA type covers one content domain: weapons, AI profiles, atmosphere presets, narrative data, encounter definitions, etc.

### Conventions
- **Naming:** `DA_<Domain><Subtype>` — e.g., `DA_WeaponData`, `DA_AIProfile`, `DA_AtmosphereProfile`
- **Storage:** All DA files live in `Content/DataAssets/<Domain>/` in-engine
- **Parent Class:** `Primary Data Asset` (Blueprint class). Maps to C++ `UPrimaryDataAsset`.
- **Loading:** Use `Async Load Primary Asset` node with `Primary Asset Id` and `Primary Asset Type`
- **Validation:** Each DA implements a `ValidateData()` function for editor-time data integrity checks
- **Gameplay Tags:** All DAs carry a `Gameplay Tag Container` for query and filtering

### Dependency Rules
1. DAs reference other DAs by `Primary Asset Id` or `Soft Object Reference`, never by hard pointer
2. No DA may reference a runtime system; only other DAs
3. Circular DA references are prohibited — use `World Context Object` for runtime resolution
4. All DA types are registered in `DefaultGame.ini` under `[/Script/Engine.AssetManagerSettings]`
   - In BP: configure via **Project Settings → Asset Manager → Primary Asset Types to Scan**

### BP Type Reference
| C++ Type | Blueprint Variable Type | BP Node |
|----------|------------------------|---------|
| `FPrimaryAssetId` | `Primary Asset Id` | `Make Primary Asset Id`, `Break Primary Asset Id` |
| `FPrimaryAssetType` | `Primary Asset Type` | `Make Primary Asset Type` |
| `TSoftObjectPtr<T>` | `Soft Object Reference` | `Async Load Primary Asset`, `Resolve Soft Reference` |
| `FGameplayTagContainer` | `Gameplay Tag Container` | `Has Tag`, `Add Tag`, `Has Any` |
| `UPrimaryDataAsset` | `Primary Data Asset` (parent class) | Right-click → Miscellaneous → Data Asset → PrimaryDataAsset |

### Registered DA Types (Section 13 of Master)

| # | DA Type | Domain | Consumed By |
|---|---------|--------|-------------|
| 1 | `DA_ItemData` | Items | `BPC_InventorySystem` |
| 2 | `DA_WeaponData` | Weapons | `BPC_FirearmSystem`, `BPC_MeleeSystem` |
| 3 | `DA_AmmoData` | Weapons | `BPC_AmmoComponent` |
| 4 | `DA_AIProfile` | AI | `AI_BaseAgentController` |
| 5 | `DA_NarrativeData` | Narrative | `BPC_NarrativeStateSystem` |
| 6 | `DA_EndingData` | Narrative | `BPC_EndingAccumulator` |
| 7 | `DA_InteractionData` | Interaction | `BPC_InteractionDetector` |
| 8 | `DA_ObjectiveData` | Narrative/UI | `BPC_ObjectiveSystem`, `WBP_ObjectiveDisplay` |
| 9 | `DA_EncounterData` | Adaptive | `BPC_ProceduralEncounter` |
| 10 | `DA_AtmosphereProfile` | Adaptive | `BPC_AtmosphereStateController` |
| 11 | `DA_ScareEvent` | Adaptive | `BPC_ScareEventSystem` |
| 12 | `DA_RoomMutation` | Adaptive | `BPC_AdaptiveEnvironmentDirector` |
| 13 | `DA_BehaviourVariant` | AI | `BPC_BehaviourVariantSelector` |
| 14 | `DA_HapticProfile` | Settings | `BPC_HapticsController` (148) |
| 15 | `DA_RenderPipelineProfile` | Settings | `BPC_RenderPipelineManager` (149) |
| 15 | `DA_AdaptationRule` | Adaptive | `BPC_DifficultyManager` |
| 16 | `DA_EquipmentConfig` | Inventory | `BPC_EquipmentSlotSystem` |
| 17 | `DA_PuzzleData` | Interaction | `BP_PuzzleDeviceActor` |
| 18 | `DA_RareEvent` | Adaptive | `BPC_RareEventSystem` |
| 19 | `DA_LevelConfig` | Core | `GM_CoreGameMode` |
| 20 | `DA_AudioSettings` | Audio | `SS_AudioManager` (132) — replaces deprecated `DA_AudioPresets` |

### Reuse Notes
- This overview serves as a registry — all DA types referenced in any system must appear here
- New DA types require registration in DefaultGame.ini AND this document
- All individual DA spec files are in `docs/blueprints/14-data-assets/`