UMIPCommonGameplayEffectsDataAsset¶
Overview¶
UMIPCommonGameplayEffectsDataAsset is a singleton-style registry of global gameplay effect classes used across combat, resources, cooldowns, saves, and healing: damage, mob defaults, cooldown template, reset health, heal, autosave load, resource pool, and resource consumption. Game code and BP load these by path or soft reference from project settings / subsystems.
Category in the header is spelled GemeplayEffect (typo in source).
All paths below are relative to Plugins/ModularInventoryPlus/Source/ModularInventoryPlus/.
Key Classes & Files¶
| Class | File |
|---|---|
UMIPCommonGameplayEffectsDataAsset |
Public/DataAsset/MIPCommonGameplayEffectsDataAsset.h |
IsDataValid |
Private/DataAsset/MIPCommonGameplayEffectsDataAsset.cpp |
Properties¶
| Property | Type | Description |
|---|---|---|
DamageGE |
TSubclassOf<UGameplayEffect> |
Generic damage application. |
DefaultMobDamageGE |
TSubclassOf<UGameplayEffect> |
Mob damage to player. |
DefaultMobPrimaryGE |
TSubclassOf<UGameplayEffect> |
Mob primary/burst template. |
DefaultCooldownGE |
TSubclassOf<UGameplayEffect> |
Global cooldown GE. |
ResetHealthGE |
TSubclassOf<UGameplayEffect> |
Full heal / respawn. |
HealGE |
TSubclassOf<UGameplayEffect> |
Standard heal. |
LoadAutoSaveGE |
TSubclassOf<UGameplayEffect> |
On autosave load. |
DefaultResourceGE |
TSubclassOf<UGameplayEffect> |
Resource pool / regen. |
DefaultResourceConsumptionGE |
TSubclassOf<UGameplayEffect> |
Spending resource. |
Editor validation¶
CheckGE lambda: if any subclass pointer is null, add error %s is not set. with FieldName:
| FieldName |
|---|
DamageGE |
DefaultMobDamageGE |
DefaultMobPrimaryGE |
DefaultCooldownGE |
ResetHealthGE |
HealGE |
LoadAutoSaveGE |
DefaultResourceGE |
DefaultResourceConsumptionGE |
Implementation: Private/DataAsset/MIPCommonGameplayEffectsDataAsset.cpp (#if WITH_EDITOR).
Integration¶
| Topic | Link |
|---|---|
| Ability system | Ability System |
| Data assets index | Data assets index |