Files

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DA_EquipmentConfig — Data Asset

C++ Status: StubSource/PG_Framework/Public/Inventory/DA_EquipmentConfig.h provides FDamageTypeResistance struct (DamageType GameplayTag + Resistance float), Durability, Weight, and GetResistance() query. Create Data Asset instances (Right-click → Miscellaneous → Data Asset → DA_EquipmentConfig), one per equipment piece. Fill in damage resistances per type. See docs/developer/cpp-integration-guide.md.


Parent Class: UDataAsset Dependencies: BPC_EquipmentSlotSystem Purpose: Defines equipment slot configurations — which item categories map to which slots, socket names, and auto-equip rules.


Variables / Structure

Field Type Description
Slot E_EquipmentSlot Equipment slot identifier
SocketName FName Character skeletal mesh socket
AllowedCategories TArray<E_ItemCategory> Categories allowed in this slot
bAutoEquipOnPickup bool Auto-equip matching items on pickup
bMustBeEmptyToEquip bool Slot must be empty before equipping
VisualAttachmentClass TSubclassOf<AActor> Visual attachment actor class

Gameplay Tags

  • Namespace: Equipment.Slot.<Name> (e.g., Equipment.Slot.Head, Equipment.Slot.Torso)

Validation Rules

  • Slot must be unique
  • SocketName must not be empty if visual attachment is used

Example Data

Field Value
Slot Head
SocketName head_socket
AllowedCategories [Equipment]
bAutoEquipOnPickup true

Consumed By

Reuse Notes

  • Equipment configs are data-driven; new slots added without code changes