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DA_RoomMutation — Data Asset

Parent Class: UDataAsset Dependencies: BPC_AdaptiveEnvironmentDirector Purpose: Defines room mutation rules — environment changes triggered by narrative progression, fear state, or adaptive difficulty.


Variables / Structure

Field Type Description
MutationTag FGameplayTag Unique mutation identifier
RoomFilter FGameplayTag Which rooms this mutation applies to
MutationType EMutationType Geometry, Lighting, Audio, EnemyPlacement, LootPlacement
RequiredNarrativeFlags TArray<FGameplayTag> Flags required for mutation to activate
RequiredFearThreshold EFearThreshold Minimum fear tier needed
CooldownSeconds float Min time between mutations
MutationChance float 0.0-1.0 probability per eligible room
bCanRevert bool Can room return to original state
RevertCondition FGameplayTag Narrative flag that triggers revert

Gameplay Tags

  • Namespace: RoomMutation.<Type>.<Name> (e.g., RoomMutation.Geometry.WallShift)

Validation Rules

  • MutationTag must be unique
  • MutationChance must be 0.0-1.0

Example Data

Field Value
MutationTag RoomMutation.Geometry.CeilingDrop
MutationType Geometry
RequiredFearThreshold Afraid
MutationChance 0.3

Consumed By