add blueprints

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Lefteris Notas
2026-05-19 13:22:27 +03:00
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# DA_HapticProfile — Data Asset
**Parent Class:** `UDataAsset`
**Dependencies:** [`BPC_HapticsController`](../12-settings/)
**Purpose:** Defines haptic feedback profiles for controller vibration and force feedback effects tied to gameplay events.
---
## Variables / Structure
| Field | Type | Description |
|-------|------|-------------|
| `ProfileTag` | `FGameplayTag` | Unique haptic profile identifier |
| `EventType` | `EHapticEvent` | Damage, Heartbeat, Explosion, Footstep, WeaponFire, AmbientPulse |
| `IntensityCurve` | `UCurveFloat*` | Vibration intensity over time |
| `Duration` | `float` | Total haptic effect duration (seconds) |
| `MotorMask` | `EHapticMotor` | Left, Right, Both |
| `Priority` | `int32` | Higher priority overrides lower during conflicts |
| `bCanInterrupt` | `bool` | Can this effect be interrupted by higher priority |
| `PlatformMinIntensity` | `float` | Minimum intensity per platform capability |
---
## Gameplay Tags
- Namespace: `Haptic.<Event>` (e.g., `Haptic.Damage.Heavy`, `Haptic.Heartbeat`)
---
## Validation Rules
- `ProfileTag` must be unique
- `Duration` must be > 0
- `IntensityCurve` must be valid
---
## Example Data
| Field | Value |
|-------|-------|
| ProfileTag | `Haptic.Damage.Critical` |
| EventType | Damage |
| Duration | 0.5 |
| MotorMask | Both |
| Priority | 10 |
---
## Consumed By
- [`BPC_HapticsController`](../12-settings/)
## Reuse Notes
- Haptic profiles are platform-agnostic; translation handled by PlatformServiceAbstraction