1.6 KiB
1.6 KiB
DA_AdaptationRule — Data Asset
Parent Class: UDataAsset
Dependencies: BPC_DifficultyManager
Purpose: Defines adaptation rules for dynamic difficulty adjustment — thresholds, modifiers, and response curves.
Variables / Structure
| Field | Type | Description |
|---|---|---|
RuleTag |
FGameplayTag |
Unique rule identifier |
AdaptationDomain |
EAdaptationDomain |
EnemyCount, EnemyAggression, ResourceScarcity, EnvironmentalHazard |
ThresholdCheck |
EThresholdType |
PlayerDeathCount, ClearTime, HealthLost, AmmoUsed |
ThresholdValue |
float |
Trigger value for adaptation |
ModifierCurve |
UCurveFloat* |
Response curve for modifier scaling |
ResponseMultiplier |
float |
Base modifier strength |
MaxModifier |
float |
Cap on total modifier |
CooldownMinutes |
float |
Min time between adaptations |
bCanRevert |
bool |
Adaptation can reverse |
Gameplay Tags
- Namespace:
Adaptation.<Domain>.<Rule>(e.g.,Adaptation.EnemyCount.IncreaseOnLowDeaths)
Validation Rules
RuleTagmust be uniqueModifierCurvemust be valid
Example Data
| Field | Value |
|---|---|
| RuleTag | Adaptation.EnemyAggression.IncreaseOnSpeed |
| AdaptationDomain | EnemyAggression |
| ThresholdCheck | ClearTime |
| ThresholdValue | 300.0 |
| ResponseMultiplier | 1.5 |
Consumed By
Reuse Notes
- Rules are composable — multiple rules apply simultaneously
- Curves allow non-linear adaptation responses