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_Character
  • DA_GS_Equipment
  • DA_GS_Inventory
  • DA_GS_Texture
  • DA_GS_UI
  • DA_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.

FieldDescription
Unarmed Data AssetData Asset with information about the character state when no weapon is equipped.
Common Animations AssetData Asset containing common animations used by the character.
Step Decal SizeVector size used for footstep decals.
Step SocketsE_Side_LR value that defines the side left/right for footstep sockets.
InputMappingContextDefault input mapping context used by the character, for example IMC_OnFoot.
Control SprintE_SwitchButtonStateVar value that defines whether sprint works as hold or toggle.
Control CrouchE_SwitchButtonStateVar value that defines whether crouch works as hold or toggle.
Frequency of marker updates on the World mapUpdate frequency for markers displayed on the world map.
Marker Type SettingsData Assets with settings for how different actor types are displayed on the map.
Frequency of marker updates on the UI MinimapUpdate frequency for markers displayed on the minimap UI.
Night Vision Turn On SoundSound Cue played when night vision is enabled.
TelekinesisReference to BP_TelekinesisPush; contains telekinesis push force, radius, damage, damage class, and affected EObjectTypeQuery types.
SmellReference to BP_Smell; contains smell system parameters such as max stored steps and body cleanliness color settings.
Thermal Vision Turn On SoundSound Cue played when thermal vision is enabled.
Default FoleyFoley Bank asset with common movement sounds such as footsteps, running, and similar character audio.
InteractCollisionIgnoresTheseTagsTags ignored during interaction collision checks.
HidePlayerIconOnMapWhileDrivingBoolean flag that hides the player icon on the map while driving.
BodyParametersString used by the player skin system; should not be changed.
CameraShoulderCamera position settings for left/right shoulder view.
Block Movement TagsGameplay Tag container with character states that block movement.
Block Look TagsGameplay Tag container with character states that block camera look or aiming.
Cloth Slots Ordermap used by the clothing/skin system; should not be changed.
PlayerNamesString with possible player names; one may be selected randomly.
InteractGUIInput 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.

FieldDescription
Action after removing a weapon from handsAction performed after removing a weapon from the hands.
Priority of taking weaponPriority rule used when selecting or taking a weapon.
Action after adding weapon to slotAction performed after adding a weapon to an equipment slot.
Show all weapons or only the one in the handsControls whether all equipped weapons are shown or only the one currently held in hands.
Trigger tag for Affecting with different effectsComponent tag used by overlap, hit, or trace logic to apply different effects.
Units of measurement of the modification characteristicUnits used for displaying weapon modification characteristics.
Reset scope magnification after exiting the aiming modeWhether scope magnification resets after leaving aiming mode.
Play Reload Animation On Ammo SwitchWhether reload animation should play when switching ammo type.
Short Name of modification characteristicShort display name for a weapon modification characteristic.
Reload a weapon if it runs out of ammunition while firingAutomatically reload the weapon when ammo runs out during firing.
NoCurrentAmmoType → AutoSwitchAmmoTypeAutomatically switch ammo type if the current one is unavailable.
AllowedWeaponTypesBySocketTypeAllowed weapon types for each body socket type.
After Interact ActionGameplay tag for the action that should happen after interaction.
WeaponPartsNameName 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.

FieldDescription
One slot sizeSize of a single inventory slot.
InputKeysInput Action used for inventory-related key handling.
Drag Slot NamesArray of slot names used for drag-and-drop operations.
Interaction Option By Item Type Tagmap that defines the default interaction option for each item type, for example take to inventory or try direct interact.

DA_GS_Texture

Global settings for mappings between shared world sound categories and name values used by gameplay systems.

FieldDescription
WorldSoundTypemap used to convert world sound types into Name values for ReportNoiseEvent, mainly for AI-related sound reporting.

DA_GS_UI

Global settings for UI colors, rarity presentation, armor parameter display, AI healthbar timing, and chat behavior.

FieldDescription
COLOR_BackgroundSlot_DependingsOnPossibleToMoveItemToThisSlotColor value for a slot background depending on whether an item can be moved into that slot.
Displayed Armor ParametersGameplay Tag that defines which armor parameters are displayed in the UI.
AI's Healthbar Appears For N SecondsNumber of seconds an AI healthbar remains visible.
COLOR BackgroundGameplay Tag used as the main inventory UI background color.
Rarity ColorGameplay Tag that defines the color used to display item rarity.
ChatMessagesColorE_MessageTypes-based setting that defines chat message colors.
Message LifespanLifetime of a single chat message in seconds.
MessageMaxLengthMaximum allowed length of one chat message.
ChatHistoryMaxLengthMaximum 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.

FieldDescription
Render Target New Texture MakerTextureRenderTarget used for creating or rendering new textures.
Weapon Buff Iconsmap used for weapon buff icons.
Modification Parameter NamesString containing names of weapon modification parameters, used by icon generators.
ClothesParametersE_ClothParams to texture mapping used for clothing parameter presentation.
AMMO GlobalTypesE_AmmoDamageType to texture mapping used for global ammo type presentation.
MutableStateIconsString or texture mapping for mutable state icons.
World Item Interact IconIcons used for interaction with items in the world.
GrenadesGlobalTypesIcons used for global grenade types.
WorldMarkersAppearance settings for world-space object markers.
WorldMapMarkersAppearance settings for markers shown on the world map.
MinimapMapMarkersAppearance settings for markers shown on the minimap.
WeaponModificationIconsAppearance settings for weapon modification icons.
AMMO DamageTypeIconIndexesAppearance settings for ammo damage type icons.
AMMO CustomStatIconsIcons for custom ammo properties shown in UI, for example ricochet or armor penetration.
ScannerItemIconsIcons used when selecting item types for world scanning.
InventoryFilterTexturesIcons used for inventory item-type filters.