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UE5-Modular-Game-Framework/docs/blueprints/14-data-assets/119_DA_EncounterData.md
Lefteris Notas 411edea8ce add blueprints
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DA_EncounterData — Data Asset

Parent Class: UDataAsset Dependencies: BPC_ProceduralEncounter Purpose: Defines procedural encounter configurations — enemy types, spawn rules, difficulty scaling, and encounter triggers.


Variables / Structure

Field Type Description
EncounterTag FGameplayTag Unique encounter identifier
EnemyArchetypes TArray<FPrimaryAssetId> Allowed enemy DA_AIProfile references
MinEnemies int32 Minimum spawn count
MaxEnemies int32 Maximum spawn count
SpawnRadius float Radius around trigger point (cm)
SpawnDelay float Time between individual spawns
bTriggerOnOverlap bool Auto-trigger on player overlap
bTriggerOnAlert bool Trigger when alert level reaches threshold
RequiredAlertLevel float Alert threshold (0.0-1.0)
EncounterCooldown float Min time between encounters
DifficultyScaling UCurveFloat* Curve for scaling enemy count/strength by difficulty
NarrativePrerequisites TArray<FGameplayTag> Narrative flags required

Gameplay Tags

  • Namespace: Encounter.<Type>.<Name> (e.g., Encounter.Ambush.Hallway, Encounter.Siege.Room)

Validation Rules

  • MinEnemies must be >= 1
  • MaxEnemies must be >= MinEnemies
  • At least one EnemyArchetype required
  • SpawnRadius must 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