2.2 KiB
2.2 KiB
DA_EncounterData — Data Asset
Parent Class: Primary Data Asset (Blueprint: PrimaryDataAsset)
Dependencies: BPC_ProceduralEncounter
Purpose: Defines procedural encounter configurations — enemy types, spawn rules, difficulty scaling, and encounter triggers.
Variables / Structure
| Field | Type | Description |
|---|---|---|
EncounterTag |
Gameplay Tag |
Unique encounter identifier |
EnemyArchetypes |
Array<Primary Asset Id> |
Allowed enemy DA_BehaviourVariant references |
MinEnemies |
Integer |
Minimum spawn count |
MaxEnemies |
Integer |
Maximum spawn count |
SpawnRadius |
Float |
Radius around trigger point (cm) |
SpawnDelay |
Float |
Time between individual spawns |
bTriggerOnOverlap |
Boolean |
Auto-trigger on player overlap |
bTriggerOnAlert |
Boolean |
Trigger when alert level reaches threshold |
RequiredAlertLevel |
Float |
Alert threshold (0.0-1.0) |
EncounterCooldown |
Float |
Min time between encounters |
DifficultyScaling |
Curve Float (Object Reference) |
Curve for scaling enemy count/strength by difficulty |
NarrativePrerequisites |
Array<Gameplay Tag> |
Narrative flags required |
Gameplay Tags
- Namespace:
Encounter.<Type>.<Name>(e.g.,Encounter.Ambush.Hallway,Encounter.Siege.Room)
Validation Rules
MinEnemiesmust be >= 1MaxEnemiesmust be >=MinEnemies- At least one
EnemyArchetyperequired SpawnRadiusmust be > 0
Example Data
| Field | Value |
|---|---|
| EncounterTag | Encounter.Ambush.DarkCorridor |
| EnemyArchetypes | [DA_AIProfile_Crawler, DA_AIProfile_Stalker] |
| MinEnemies | 2 |
| MaxEnemies | 5 |
| SpawnRadius | 800.0 |
| bTriggerOnOverlap | true |
Consumed By
Reuse Notes
- Encounter data is completely data-driven; spawning logic reads from this DA
- DifficultyScaling curve allows non-linear difficulty adjustment
- Narrative prerequisites gate encounters behind story progression