1.5 KiB
1.5 KiB
DA_HapticProfile — Data Asset
Parent Class: UDataAsset
Dependencies: BPC_HapticsController
Purpose: Defines haptic feedback profiles for controller vibration and force feedback effects tied to gameplay events.
Variables / Structure
| Field | Type | Description |
|---|---|---|
ProfileTag |
FGameplayTag |
Unique haptic profile identifier |
EventType |
EHapticEvent |
Damage, Heartbeat, Explosion, Footstep, WeaponFire, AmbientPulse |
IntensityCurve |
UCurveFloat* |
Vibration intensity over time |
Duration |
float |
Total haptic effect duration (seconds) |
MotorMask |
EHapticMotor |
Left, Right, Both |
Priority |
int32 |
Higher priority overrides lower during conflicts |
bCanInterrupt |
bool |
Can this effect be interrupted by higher priority |
PlatformMinIntensity |
float |
Minimum intensity per platform capability |
Gameplay Tags
- Namespace:
Haptic.<Event>(e.g.,Haptic.Damage.Heavy,Haptic.Heartbeat)
Validation Rules
ProfileTagmust be uniqueDurationmust be > 0IntensityCurvemust be valid
Example Data
| Field | Value |
|---|---|
| ProfileTag | Haptic.Damage.Critical |
| EventType | Damage |
| Duration | 0.5 |
| MotorMask | Both |
| Priority | 10 |
Consumed By
Reuse Notes
- Haptic profiles are platform-agnostic; translation handled by PlatformServiceAbstraction