Global Settings Reference
Purpose and Scope
This document describes the global settings Data Assets used in the project.
These assets store shared configuration for character behavior, equipment, inventory, UI, textures, and world presentation.
This is a reference document. It explains what each global settings asset is for and what its fields mean.
Overview
Global settings in the project are stored in the following Data Assets:
DA_GS_CharacterDA_GS_EquipmentDA_GS_InventoryDA_GS_TextureDA_GS_UIDA_GS_World
Each asset is responsible for one domain of shared configuration, such as character defaults, equipment behavior, inventory presentation, UI colors, texture lookup tables, or world marker visuals.
DA_GS_Character
Global settings for shared character behavior, default input, map marker updates, sensory systems, movement restrictions, and player presentation.
| Field | Description |
|---|---|
| Unarmed Data Asset | Data Asset with information about the character state when no weapon is equipped. |
| Common Animations Asset | Data Asset containing common animations used by the character. |
| Step Decal Size | Vector size used for footstep decals. |
| Step Sockets | E_Side_LR value that defines the side left/right for footstep sockets. |
| InputMappingContext | Default input mapping context used by the character, for example IMC_OnFoot. |
| Control Sprint | E_SwitchButtonStateVar value that defines whether sprint works as hold or toggle. |
| Control Crouch | E_SwitchButtonStateVar value that defines whether crouch works as hold or toggle. |
| Frequency of marker updates on the World map | Update frequency for markers displayed on the world map. |
| Marker Type Settings | Data Assets with settings for how different actor types are displayed on the map. |
| Frequency of marker updates on the UI Minimap | Update frequency for markers displayed on the minimap UI. |
| Night Vision Turn On Sound | Sound Cue played when night vision is enabled. |
| Telekinesis | Reference to BP_TelekinesisPush; contains telekinesis push force, radius, damage, damage class, and affected EObjectTypeQuery types. |
| Smell | Reference to BP_Smell; contains smell system parameters such as max stored steps and body cleanliness color settings. |
| Thermal Vision Turn On Sound | Sound Cue played when thermal vision is enabled. |
| Default Foley | Foley Bank asset with common movement sounds such as footsteps, running, and similar character audio. |
| InteractCollisionIgnoresTheseTags | Tags ignored during interaction collision checks. |
| HidePlayerIconOnMapWhileDriving | Boolean flag that hides the player icon on the map while driving. |
| BodyParameters | String used by the player skin system; should not be changed. |
| CameraShoulder | Camera position settings for left/right shoulder view. |
| Block Movement Tags | Gameplay Tag container with character states that block movement. |
| Block Look Tags | Gameplay Tag container with character states that block camera look or aiming. |
| Cloth Slots Order | map |
| PlayerNames | String with possible player names; one may be selected randomly. |
| InteractGUI | Input Action used for interaction with GUI. |
DA_GS_Equipment
Global settings for weapon handling, slot behavior, ammo switching, modification display, and equipment-related interaction rules.
| Field | Description |
|---|---|
| Action after removing a weapon from hands | Action performed after removing a weapon from the hands. |
| Priority of taking weapon | Priority rule used when selecting or taking a weapon. |
| Action after adding weapon to slot | Action performed after adding a weapon to an equipment slot. |
| Show all weapons or only the one in the hands | Controls whether all equipped weapons are shown or only the one currently held in hands. |
| Trigger tag for Affecting with different effects | Component tag used by overlap, hit, or trace logic to apply different effects. |
| Units of measurement of the modification characteristic | Units used for displaying weapon modification characteristics. |
| Reset scope magnification after exiting the aiming mode | Whether scope magnification resets after leaving aiming mode. |
| Play Reload Animation On Ammo Switch | Whether reload animation should play when switching ammo type. |
| Short Name of modification characteristic | Short display name for a weapon modification characteristic. |
| Reload a weapon if it runs out of ammunition while firing | Automatically reload the weapon when ammo runs out during firing. |
| NoCurrentAmmoType → AutoSwitchAmmoType | Automatically switch ammo type if the current one is unavailable. |
| AllowedWeaponTypesBySocketType | Allowed weapon types for each body socket type. |
| After Interact Action | Gameplay tag for the action that should happen after interaction. |
| WeaponPartsName | Name of a weapon part. |
DA_GS_Inventory
Global settings for inventory slot sizing, inventory-related input, drag-and-drop slot naming, and interaction behavior by item type.
| Field | Description |
|---|---|
| One slot size | Size of a single inventory slot. |
| InputKeys | Input Action used for inventory-related key handling. |
| Drag Slot Names | Array of slot names used for drag-and-drop operations. |
| Interaction Option By Item Type Tag | map |
DA_GS_Texture
Global settings for mappings between shared world sound categories and name values used by gameplay systems.
| Field | Description |
|---|---|
| WorldSoundType | map |
DA_GS_UI
Global settings for UI colors, rarity presentation, armor parameter display, AI healthbar timing, and chat behavior.
| Field | Description |
|---|---|
| COLOR_BackgroundSlot_DependingsOnPossibleToMoveItemToThisSlot | Color value for a slot background depending on whether an item can be moved into that slot. |
| Displayed Armor Parameters | Gameplay Tag that defines which armor parameters are displayed in the UI. |
| AI's Healthbar Appears For N Seconds | Number of seconds an AI healthbar remains visible. |
| COLOR Background | Gameplay Tag used as the main inventory UI background color. |
| Rarity Color | Gameplay Tag that defines the color used to display item rarity. |
| ChatMessagesColor | E_MessageTypes-based setting that defines chat message colors. |
| Message Lifespan | Lifetime of a single chat message in seconds. |
| MessageMaxLength | Maximum allowed length of one chat message. |
| ChatHistoryMaxLength | Maximum number of messages stored in chat history. |
DA_GS_World
Global settings for shared world-facing textures, marker visuals, icons, and appearance lookup data used across multiple systems.
| Field | Description |
|---|---|
| Render Target New Texture Maker | TextureRenderTarget used for creating or rendering new textures. |
| Weapon Buff Icons | map |
| Modification Parameter Names | String containing names of weapon modification parameters, used by icon generators. |
| ClothesParameters | E_ClothParams to texture mapping used for clothing parameter presentation. |
| AMMO GlobalTypes | E_AmmoDamageType to texture mapping used for global ammo type presentation. |
| MutableStateIcons | String or texture mapping for mutable state icons. |
| World Item Interact Icon | Icons used for interaction with items in the world. |
| GrenadesGlobalTypes | Icons used for global grenade types. |
| WorldMarkers | Appearance settings for world-space object markers. |
| WorldMapMarkers | Appearance settings for markers shown on the world map. |
| MinimapMapMarkers | Appearance settings for markers shown on the minimap. |
| WeaponModificationIcons | Appearance settings for weapon modification icons. |
| AMMO DamageTypeIconIndexes | Appearance settings for ammo damage type icons. |
| AMMO CustomStatIcons | Icons for custom ammo properties shown in UI, for example ricochet or armor penetration. |
| ScannerItemIcons | Icons used when selecting item types for world scanning. |
| InventoryFilterTextures | Icons used for inventory item-type filters. |