1.5 KiB
1.5 KiB
DA_RoomMutation — Data Asset
Parent Class: UDataAsset
Dependencies: BPC_AdaptiveEnvironmentDirector
Purpose: Defines room mutation rules — environment changes triggered by narrative progression, fear state, or adaptive difficulty.
Variables / Structure
| Field | Type | Description |
|---|---|---|
MutationTag |
FGameplayTag |
Unique mutation identifier |
RoomFilter |
FGameplayTag |
Which rooms this mutation applies to |
MutationType |
EMutationType |
Geometry, Lighting, Audio, EnemyPlacement, LootPlacement |
RequiredNarrativeFlags |
TArray<FGameplayTag> |
Flags required for mutation to activate |
RequiredFearThreshold |
EFearThreshold |
Minimum fear tier needed |
CooldownSeconds |
float |
Min time between mutations |
MutationChance |
float |
0.0-1.0 probability per eligible room |
bCanRevert |
bool |
Can room return to original state |
RevertCondition |
FGameplayTag |
Narrative flag that triggers revert |
Gameplay Tags
- Namespace:
RoomMutation.<Type>.<Name>(e.g.,RoomMutation.Geometry.WallShift)
Validation Rules
MutationTagmust be uniqueMutationChancemust be 0.0-1.0
Example Data
| Field | Value |
|---|---|
| MutationTag | RoomMutation.Geometry.CeilingDrop |
| MutationType | Geometry |
| RequiredFearThreshold | Afraid |
| MutationChance | 0.3 |