UMIPPlayerClassDataInfoDataAsset
Overview
UMIPPlayerClassDataInfoDataAsset holds one playable class’s runtime setup: soft reference to the pawn (AMIPBasePlayerCharacter), default attribute gameplay effects (primary, derived, vital), startup abilities, and a map from ability input tags to ability gameplay tags for activation. Typically one asset instance exists per class, referenced from the global class settings or selection flow.
All paths below are relative to Plugins/ModularInventoryPlus/Source/ModularInventoryPlus/.
Key Classes & Files
| Class |
File |
UMIPPlayerClassDataInfoDataAsset |
Public/DataAsset/MIPPlayerClassDataInfoDataAsset.h |
FMIPPlayerClassDataInfo |
Same header |
IsDataValid |
Private/DataAsset/MIPPlayerClassDataInfoDataAsset.cpp |
Properties (FMIPPlayerClassDataInfo on ClassDataInfo)
| Property |
Type |
Description |
CharacterClass |
TSoftClassPtr<AMIPBasePlayerCharacter> |
Pawn class for this archetype. |
DefaultPrimaryAttributes |
TSoftClassPtr<UMIPPrimaryAttributesGE> |
Initial primary attributes GE. |
DefaultDerivedAttributes |
TSoftClassPtr<UMIPDerivedAttributesGE> |
Initial derived attributes GE. |
DefaultVitalAttributes |
TSoftClassPtr<UMIPVitalAttributesGE> |
Initial vital (health/resource) GE. |
StartupAbilities |
TArray<TSubclassOf<UGameplayAbility>> |
Abilities granted on create. |
AbilityInputAndAbilityTagMap |
TMap<FGameplayTag, FGameplayTag> |
Input tag → ability tag. |
Editor validation
| Severity |
Condition |
Message |
| Error |
!ClassDataInfo.IsValid() (character class null) |
ClassDataInfo.CharacterClass is not set. |
| Error |
DefaultPrimaryAttributes null |
ClassDataInfo.DefaultPrimaryAttributes is not set. |
| Error |
DefaultDerivedAttributes null |
ClassDataInfo.DefaultDerivedAttributes is not set. |
| Error |
DefaultVitalAttributes null |
ClassDataInfo.DefaultVitalAttributes is not set. |
Implementation: Private/DataAsset/MIPPlayerClassDataInfoDataAsset.cpp (#if WITH_EDITOR).
Integration