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📘 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.

📚 References