Files
Lefteris Notas 411edea8ce add blueprints
2026-05-19 13:22:27 +03:00

1.6 KiB

DA_ScareEvent — Data Asset

Parent Class: UDataAsset Dependencies: BPC_ScareEventSystem 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.<Type>.<Name> (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

Reuse Notes

  • Scare events are data-driven; designers add new events without code changes
  • Cooldown system prevents scare spam