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docs/blueprints/14-data-assets/115_DA_AdaptationRule.md
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# DA_AdaptationRule — Data Asset
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**Parent Class:** `UDataAsset`
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**Dependencies:** [`BPC_DifficultyManager`](../10-adaptive/62_BPC_DifficultyManager.md)
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**Purpose:** Defines adaptation rules for dynamic difficulty adjustment — thresholds, modifiers, and response curves.
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---
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## Variables / Structure
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| Field | Type | Description |
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|-------|------|-------------|
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| `RuleTag` | `FGameplayTag` | Unique rule identifier |
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| `AdaptationDomain` | `EAdaptationDomain` | EnemyCount, EnemyAggression, ResourceScarcity, EnvironmentalHazard |
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| `ThresholdCheck` | `EThresholdType` | PlayerDeathCount, ClearTime, HealthLost, AmmoUsed |
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| `ThresholdValue` | `float` | Trigger value for adaptation |
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| `ModifierCurve` | `UCurveFloat*` | Response curve for modifier scaling |
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| `ResponseMultiplier` | `float` | Base modifier strength |
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| `MaxModifier` | `float` | Cap on total modifier |
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| `CooldownMinutes` | `float` | Min time between adaptations |
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| `bCanRevert` | `bool` | Adaptation can reverse |
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---
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## Gameplay Tags
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- Namespace: `Adaptation.<Domain>.<Rule>` (e.g., `Adaptation.EnemyCount.IncreaseOnLowDeaths`)
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---
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## Validation Rules
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- `RuleTag` must be unique
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- `ModifierCurve` must be valid
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---
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## Example Data
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| Field | Value |
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|-------|-------|
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| RuleTag | `Adaptation.EnemyAggression.IncreaseOnSpeed` |
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| AdaptationDomain | EnemyAggression |
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| ThresholdCheck | ClearTime |
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| ThresholdValue | 300.0 |
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| ResponseMultiplier | 1.5 |
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---
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## Consumed By
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- [`BPC_DifficultyManager`](../10-adaptive/62_BPC_DifficultyManager.md)
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## Reuse Notes
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- Rules are composable — multiple rules apply simultaneously
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- Curves allow non-linear adaptation responses
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