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UMIPItemRepairDefinitionAsset

Overview

UMIPItemRepairDefinitionAsset maps repair material gameplay tags (under Inventory.Type.Material.Repair.MaxDur) to FMIPItemRepairPerMaterialTagStruct: an instanced UMIPRepairItemEffect, required amount, and success chance (0–1]. The repair system looks up which materials can restore max durability and applies the configured effect when repair succeeds.

All paths below are relative to Plugins/ModularInventoryPlus/Source/ModularInventoryPlus/.


Key Classes & Files

Class File
UMIPItemRepairDefinitionAsset Public/DataAsset/MIPItemRepairDefinitionAsset.h
FMIPItemRepairPerMaterialTagStruct Public/Inventory/Pieces/Repair/MIPItemRepairStruct.h
IsDataValid Private/DataAsset/MIPItemRepairDefinitionAsset.cpp

Properties

Property Type Description
PerMaterialTagMap TMap<FGameplayTag, FMIPItemRepairPerMaterialTagStruct> Material tag → repair effect, amount, success chance.

Editor validation

Severity Condition Message
Error Map empty PerMaterialTagMap is empty — no repair materials defined.
Error Pair.Key invalid PerMaterialTagMap has an entry with an invalid GameplayTag key.
Error Pair.Value invalid (RepairEffect null) PerMaterialTagMap entry '%s': RepairEffect is not set.
Error RequiredAmount <= 0 PerMaterialTagMap entry '%s': RequiredAmount must be > 0. Got: %.2f
Error SuccessChance not in (0, 1] PerMaterialTagMap entry '%s': SuccessChance must be in (0, 1]. Got: %.2f

Implementation: Private/DataAsset/MIPItemRepairDefinitionAsset.cpp (#if WITH_EDITOR).


Integration

Topic Link
Repair component Repair
Data assets index Data assets index