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docs/blueprints/14-data-assets/116_DA_AtmosphereProfile.md
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# DA_AtmosphereProfile — Data Asset
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**Parent Class:** `UDataAsset`
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**Dependencies:** [`BPC_AtmosphereStateController`](../10-adaptive/BPC_AtmosphereStateController.md)
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**Purpose:** Defines an atmosphere preset — lighting key, audio ambience, VFX, and intensity — for the atmosphere controller.
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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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| `ProfileTag` | `FGameplayTag` | Unique atmosphere preset identifier |
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| `AtmosphereState` | `EAtmosphereState` | Exploration, Suspense, Combat, Panic, etc. |
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| `LightingKey` | `FName` | Lighting preset key for LightEventController |
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| `AudioAmbienceKey` | `FName` | Audio preset key for AudioAtmosphereController |
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| `VFXPresetKey` | `FName` | VFX preset key |
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| `Intensity` | `float` | Global intensity bias (0.0-1.0) |
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| `TransitionTime` | `float` | Seconds for crossfade to this profile |
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| `bLoops` | `bool` | Whether this profile loops indefinitely |
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| `Priority` | `int32` | Higher priority overrides lower |
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---
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## Gameplay Tags
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- Namespace: `Atmosphere.<State>` (e.g., `Atmosphere.Combat`, `Atmosphere.Panic`)
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---
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## Validation Rules
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- `ProfileTag` must be unique
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- `Intensity` must be 0.0-1.0
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- `TransitionTime` must be > 0
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---
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## Example Data
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| Field | Value |
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|-------|-------|
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| ProfileTag | `Atmosphere.Combat.Intense` |
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| AtmosphereState | Combat |
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| LightingKey | `Lighting.Combat.RedAlert` |
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| AudioAmbienceKey | `Audio.Combat.HighTension` |
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| Intensity | 0.9 |
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---
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## Consumed By
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- [`BPC_AtmosphereStateController`](../10-adaptive/BPC_AtmosphereStateController.md)
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## Reuse Notes
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- All preset data is keyed by FName for extensibility
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- Profiles support full crossfade blending via TransitionTime
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