1.8 KiB
1.8 KiB
DA_EquipmentConfig — Data Asset
⚡ C++ Status: Stub —
Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.hprovidesFDamageTypeResistancestruct (DamageType GameplayTag + Resistance float),Durability,Weight, andGetResistance()query. Create Data Asset instances (Right-click → Miscellaneous → Data Asset →DA_EquipmentConfig), one per equipment piece. Fill in damage resistances per type. Seedocs/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
Slotmust be uniqueSocketNamemust 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