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UE5-Modular-Game-Framework/docs/blueprints/14-data-assets/115_DA_AdaptationRule.md
Lefteris Notas 411edea8ce add blueprints
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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

  • RuleTag must be unique
  • ModifierCurve must 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