Files

2.2 KiB

DA_EncounterData — Data Asset

Parent Class: Primary Data Asset (Blueprint: PrimaryDataAsset) Dependencies: BPC_ProceduralEncounter Purpose: Defines procedural encounter configurations — enemy types, spawn rules, difficulty scaling, and encounter triggers.


Variables / Structure

Field Type Description
EncounterTag Gameplay Tag Unique encounter identifier
EnemyArchetypes Array<Primary Asset Id> Allowed enemy DA_BehaviourVariant references
MinEnemies Integer Minimum spawn count
MaxEnemies Integer Maximum spawn count
SpawnRadius Float Radius around trigger point (cm)
SpawnDelay Float Time between individual spawns
bTriggerOnOverlap Boolean Auto-trigger on player overlap
bTriggerOnAlert Boolean Trigger when alert level reaches threshold
RequiredAlertLevel Float Alert threshold (0.0-1.0)
EncounterCooldown Float Min time between encounters
DifficultyScaling Curve Float (Object Reference) Curve for scaling enemy count/strength by difficulty
NarrativePrerequisites Array<Gameplay Tag> Narrative flags required

Gameplay Tags

  • Namespace: Encounter.<Type>.<Name> (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

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