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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

Topic Link
Ability system Ability System
Player class settings UMIPPlayerClassSettingsDataAsset
Data assets index Data assets index