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