# DA_ScareEvent — Data Asset **Parent Class:** `UDataAsset` **Dependencies:** [`BPC_ScareEventSystem`](../10-adaptive/) **Purpose:** Defines scare event configurations — trigger conditions, visual/audio effects, and intensity scaling. --- ## Variables / Structure | Field | Type | Description | |-------|------|-------------| | `ScareTag` | `FGameplayTag` | Unique scare event identifier | | `ScareType` | `EScareType` | JumpScare, Ambient, Scripted, Environmental | | `TriggerCondition` | `FGameplayTag` | Narrative or world condition tag | | `VisualEffectKey` | `FName` | Screen effect preset for WBP_ScreenEffectController | | `AudioEffectKey` | `FName` | Audio cue for AudioAtmosphereController | | `Intensity` | `float` | 0.0-1.0 scare intensity | | `CooldownSeconds` | `float` | Min time between triggers | | `bRequiresDarkness` | `bool` | Only trigger in dark areas | | `bOncePerSession` | `bool` | Only trigger once per play session | | `MaxTriggersPerRun` | `int32` | Max total triggers (-1 = unlimited) | --- ## Gameplay Tags - Namespace: `Scare..` (e.g., `Scare.JumpScare.ClosetMonster`) --- ## Validation Rules - `ScareTag` must be unique - `Intensity` must be 0.0-1.0 --- ## Example Data | Field | Value | |-------|-------| | ScareTag | `Scare.JumpScare.MirrorReflection` | | ScareType | JumpScare | | Intensity | 0.8 | | CooldownSeconds | 120.0 | | bOncePerSession | true | --- ## Consumed By - [`BPC_ScareEventSystem`](../10-adaptive/) ## Reuse Notes - Scare events are data-driven; designers add new events without code changes - Cooldown system prevents scare spam