# DA_EncounterData — Data Asset **Parent Class:** `UDataAsset` **Dependencies:** [`BPC_ProceduralEncounter`](../10-adaptive/70_BPC_ProceduralEncounter.md) **Purpose:** Defines procedural encounter configurations — enemy types, spawn rules, difficulty scaling, and encounter triggers. --- ## Variables / Structure | Field | Type | Description | |-------|------|-------------| | `EncounterTag` | `FGameplayTag` | Unique encounter identifier | | `EnemyArchetypes` | `TArray` | Allowed enemy DA_AIProfile references | | `MinEnemies` | `int32` | Minimum spawn count | | `MaxEnemies` | `int32` | Maximum spawn count | | `SpawnRadius` | `float` | Radius around trigger point (cm) | | `SpawnDelay` | `float` | Time between individual spawns | | `bTriggerOnOverlap` | `bool` | Auto-trigger on player overlap | | `bTriggerOnAlert` | `bool` | Trigger when alert level reaches threshold | | `RequiredAlertLevel` | `float` | Alert threshold (0.0-1.0) | | `EncounterCooldown` | `float` | Min time between encounters | | `DifficultyScaling` | `UCurveFloat*` | Curve for scaling enemy count/strength by difficulty | | `NarrativePrerequisites` | `TArray` | Narrative flags required | --- ## Gameplay Tags - Namespace: `Encounter..` (e.g., `Encounter.Ambush.Hallway`, `Encounter.Siege.Room`) --- ## Validation Rules - `MinEnemies` must be >= 1 - `MaxEnemies` must be >= `MinEnemies` - At least one `EnemyArchetype` required - `SpawnRadius` must be > 0 --- ## Example Data | Field | Value | |-------|-------| | EncounterTag | `Encounter.Ambush.DarkCorridor` | | EnemyArchetypes | `[DA_AIProfile_Crawler, DA_AIProfile_Stalker]` | | MinEnemies | 2 | | MaxEnemies | 5 | | SpawnRadius | 800.0 | | bTriggerOnOverlap | true | --- ## Consumed By - [`BPC_ProceduralEncounter`](../10-adaptive/70_BPC_ProceduralEncounter.md) - [`BPC_DifficultyManager`](../10-adaptive/62_BPC_DifficultyManager.md) ## Reuse Notes - Encounter data is completely data-driven; spawning logic reads from this DA - DifficultyScaling curve allows non-linear difficulty adjustment - Narrative prerequisites gate encounters behind story progression