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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")

📚 References