📘 Emotion Data Guide¶
🧩 Struct: FB1EmotionTableRow¶
Defines emotion types used in the simulation, including activation thresholds, UI display, and level-based effects.
Properties¶
- Id (
FName
): Unique identifier for the emotion. - Type (
EB1EmotionType
): Category or class of the emotion (e.g., Excited, Sad). - Tendency (
EB1EmotionTendency
): Behavioral tendency (e.g., Natural, Positive, Negative). - ActivateValue (
int32
): Value threshold at which this emotion becomes active. - UIOrder (
int32
): Determines the display order in the UI; -1 means hidden. - Icon (
TSoftObjectPtr<UObject>
): Icon representing this emotion in UI. (AllowedClasses = Texture2D, SlateTextureAtlasInterface) - EmotionLevelDatas (
TArray<FB1EmotionLevelData>
): Emotion levels and their effects (color, modifiers, scripts). - AdmitDesireBuffLevelDatas (
TArray<FB1AdmitDesireBuffLevelData>
): Buff effects linked to desire-emotion relationships.