1.7 KiB
1.7 KiB
DA_AtmosphereProfile — Data Asset
Parent Class: UDataAsset
Dependencies: BPC_AtmosphereStateController
Purpose: Defines an atmosphere preset — lighting key, audio ambience, VFX, and intensity — for the atmosphere controller.
Variables / Structure
| Field | Type | Description |
|---|---|---|
ProfileTag |
FGameplayTag |
Unique atmosphere preset identifier |
AtmosphereState |
EAtmosphereState |
Exploration, Suspense, Combat, Panic, etc. |
LightingKey |
FName |
Lighting preset key for LightEventController |
AudioAmbienceKey |
FName |
Audio preset key for AudioAtmosphereController |
VFXPresetKey |
FName |
VFX preset key |
Intensity |
float |
Global intensity bias (0.0-1.0) |
TransitionTime |
float |
Seconds for crossfade to this profile |
bLoops |
bool |
Whether this profile loops indefinitely |
Priority |
int32 |
Higher priority overrides lower |
Gameplay Tags
- Namespace:
Atmosphere.<State>(e.g.,Atmosphere.Combat,Atmosphere.Panic)
Validation Rules
ProfileTagmust be uniqueIntensitymust be 0.0-1.0TransitionTimemust be > 0
Example Data
| Field | Value |
|---|---|
| ProfileTag | Atmosphere.Combat.Intense |
| AtmosphereState | Combat |
| LightingKey | Lighting.Combat.RedAlert |
| AudioAmbienceKey | Audio.Combat.HighTension |
| Intensity | 0.9 |
Consumed By
Reuse Notes
- All preset data is keyed by FName for extensibility
- Profiles support full crossfade blending via TransitionTime