1.6 KiB
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
ScareTagmust be uniqueIntensitymust 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