54 lines
3.1 KiB
Markdown
54 lines
3.1 KiB
Markdown
# DA_DataAssetArchitecture — Data Asset Architecture Overview
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**Parent Class:** `UDataAsset`
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**Dependencies:** All consuming systems
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**Purpose:** Overview of all 20 Data Asset types in the framework, naming conventions, and dependency rules.
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---
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## Architecture
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The Modular Game Framework uses `UDataAsset` (and subclass `UPrimaryDataAsset` where persistent identifiers are needed) as the primary authoring format for designer-facing content. Each DA type covers one content domain: weapons, AI profiles, atmosphere presets, narrative data, encounter definitions, etc.
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### Conventions
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- **Naming:** `DA_<Domain><Subtype>` — e.g., `DA_WeaponData`, `DA_AIProfile`, `DA_AtmosphereProfile`
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- **Storage:** All DA files live in `Content/DataAssets/<Domain>/` in-engine
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- **Loading:** Use `UAssetManager` with `FPrimaryAssetType` and `FPrimaryAssetId` for async loading
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- **Validation:** Each DA implements `ValidateData()` for editor-time data integrity checks
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- **Gameplay Tags:** All DAs carry a `FGameplayTagContainer` for query and filtering
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### Dependency Rules
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1. DAs reference other DAs by `FPrimaryAssetId` or `TSoftObjectPtr`, never by hard pointer
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2. No DA may reference a runtime system; only other DAs
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3. Circular DA references are prohibited — use `World Context Object` for runtime resolution
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4. All DA types are registered in `DefaultGame.ini` under `[/Script/Engine.AssetManagerSettings]`
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### Registered DA Types (Section 13 of Master)
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| # | DA Type | Domain | Consumed By |
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|---|---------|--------|-------------|
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| 1 | `DA_ItemData` | Items | `BPC_InventorySystem` |
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| 2 | `DA_WeaponData` | Weapons | `BPC_FirearmSystem`, `BPC_MeleeSystem` |
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| 3 | `DA_AmmoData` | Weapons | `BPC_AmmoComponent` |
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| 4 | `DA_AIProfile` | AI | `AI_BaseAgentController` |
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| 5 | `DA_NarrativeData` | Narrative | `BPC_NarrativeStateSystem` |
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| 6 | `DA_EndingData` | Narrative | `BPC_EndingAccumulator` |
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| 7 | `DA_InteractionData` | Interaction | `BPC_InteractionDetector` |
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| 8 | `DA_ObjectiveData` | Narrative/UI | `BPC_ObjectiveSystem`, `WBP_ObjectiveDisplay` |
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| 9 | `DA_EncounterData` | Adaptive | `BPC_ProceduralEncounter` |
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| 10 | `DA_AtmosphereProfile` | Adaptive | `BPC_AtmosphereStateController` |
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| 11 | `DA_ScareEvent` | Adaptive | `BPC_ScareEventSystem` |
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| 12 | `DA_RoomMutation` | Adaptive | `BPC_AdaptiveEnvironmentDirector` |
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| 13 | `DA_BehaviourVariant` | AI | `BPC_BehaviourVariantSelector` |
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| 14 | `DA_HapticProfile` | Settings | `BPC_HapticsController` |
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| 15 | `DA_AdaptationRule` | Adaptive | `BPC_DifficultyManager` |
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| 16 | `DA_EquipmentConfig` | Inventory | `BPC_EquipmentSlotSystem` |
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| 17 | `DA_PuzzleData` | Interaction | `BP_PuzzleDeviceActor` |
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| 18 | `DA_RareEvent` | Adaptive | `BPC_RareEventSystem` |
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| 19 | `DA_LevelConfig` | Core | `GM_CoreGameMode` |
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| 20 | `DA_AudioSettings` | Audio | `SS_AudioManager` (132) — replaces deprecated `DA_AudioPresets` |
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### Reuse Notes
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- This overview serves as a registry — all DA types referenced in any system must appear here
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- New DA types require registration in DefaultGame.ini AND this document
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- All individual DA spec files are in `docs/blueprints/14-data-assets/` |