FB1PreferenceSettingData
🧩 Struct: FB1PreferenceSettingData¶
Represents a preference state tied to a character's current emotion and its effect on messaging.
Properties¶
- CurrentEmotionId (
FName
): Specifies the emotion ID. When a mission is completed, if the player's current emotion matches this value, a popup will be triggered. (Foreign = "Emotion.Id") - Like (
bool
): Determines whether the preference is liked or disliked when the player selects "Yes" in the popup. If TRUE, the preference will be marked as liked; if FALSE, it will be marked as disliked.. - AlertMessageId (
FName
): The ID linked to the alert UI content data.. (Foreign = "AlertMessage.Id")