Skip to main content

UB1ActiveInteractionDataAsset

Overview

  • No description available.

Metadata

FieldValue
Kindclass
EnvironmentB1 - Presentation
Categoryclasses
ExtendsUB1DataAssetBase

Properties (27)

NameTypeDescription
ActiveActionEnergyFloornumberLowest Energy an active action (attack / throw) is allowed to leave the actor at. The gate is this value plus that action's cost, so an active action can never push Energy below it (the cost is still an absolute deduction; only the gate moves). Kept one point above the exhaustion band: Stat.Energy's range script turns on VeryStability_Stat at -80 or below (Tired emotion, weight 15) which outranks nearly every other emotion and floods the menu with Tired-only interactions, and also grants a Hope. The milder Stability_Stat from -40 (weight 1) loses to most emotions and is left alone. The band test is inclusive (value <= -80 is already inside), so -80 itself would not be safe. Natural decay can still carry a character below this on its own; this only keeps active actions from doing it.
AttackComboWindowSecondsnumberAttack combo window. The next attack is treated as a combo continuation only when it happens within this many in-game seconds after the previous attack interaction finished AND uses the same profile. Otherwise the combo resets.
AttackExhaustedFleeBagIdstringInteractionBag queued in place of the aggro counterattack bag when the attacker cannot pay the active attack energy cost. Denying the counterattack bag outright would also deny its flee branch and leave an aggroed character standing with no reaction, so an exhausted character runs away instead. NAME_None skips the counterattack entirely without a substitute.
AttackHitReactionBackAnimIdsstring[]Hit reaction animations played on the victim when struck from behind. One entry is picked at random. The victim is NOT rotated toward the attacker on this path, so the back-facing pose is preserved. Falls back to the front list when empty.
AttackHitReactionFaceAnimIdstringFacial animation played on the victim's Head component alongside the body hit reaction. Optional; None disables the facial layer.
AttackHitReactionFrontAnimIdsstring[]Hit reaction animations played on the victim when struck from the front (HitReactionType == Animation). One entry is picked at random. Required — the Animation reaction path plays nothing while this is empty. Authored in DA_ActiveInteraction.
AttackTargetCollisionProfilestringCollision profile used to find attack targets and attack-blocking characters.
DefaultBareHandProfileIdstringDefault ActiveInteractionProfile used for Attack when no object is held (bare hand).
DefaultKickAnimIdstringDefault animation used for Kick. Kick uses a single shared anim; force differences can be expressed by notify params.
DefaultObjectProfileIdstringDefault ActiveInteractionProfile used for Attack/Throw when a held object exists, but its Object.GrabDtId -> Grab.ActiveProfileId chain returns no profile.
KickTargetCollisionProfilestringCollision profile used to find kickable game objects. Results are still filtered by Kickable tag.
KickableOverlapCollisionProfilestringCollision profile used while a runtime movable object is waiting for character overlap/push.
PhysicsCollisionProfilestringCollision profile used while an active interaction object is physics-driven.
PhysicsLocationSyncDistancenumberUpdates the B2 location when the object has moved this far (cm) since the last update, checked on each sleep poll. Rotation is not synced here; it is confirmed only by the sleep notification's rest transform. 0 disables the update.
PhysicsMaxAwakeGameMinutesnumberMaximum game minutes B2 waits for active physics sleep before force-expiring the object.
PhysicsRetryDelayGameMinutesnumberRetry interval, in game minutes, for active physics cross-thread requests and deferred restores.
PhysicsSleepAngularSpeedThresholdnumberAngular speed threshold for fallback sleep detection. Unit: rad/s.
PhysicsSleepLinearSpeedThresholdnumberLinear speed threshold for fallback sleep detection. Unit: cm/s.
PhysicsSleepPollIntervalSecondsnumberClient polling interval for speed-based fallback sleep detection.
PhysicsSleepStableThresholdSecondsnumberSeconds that speed must stay under sleep thresholds before fallback sleep notify.
PreCheckCapsuleHalfHeightnumberPre-check capsule sweep half height for target detection.
PreCheckCapsuleRadiusnumberPre-check capsule sweep radius for target detection.
PreCheckForwardOffsetnumberForward offset from character position for pre-check sweep.
ThrowEnergyCostRationumber
ThrowHitFloorNormalZnumberUpward-ness (0..1) of an impact normal above which a horizontal contact counts as a landing candidate. Hit detection is disarmed only when the object is also at or below ThrowHitLandingSpeed at that moment, so a fast graze across a desk or chair seat keeps it armed while settling on any surface disarms it.
ThrowHitLandingSpeednumberAbsolute linear speed at or below which a thrown object counts as having come to rest on a horizontal surface, disarming hit detection. Unit: cm/s. Kept separate from ThrowHitMinImpactSpeed so hit strength and landing detection can be tuned independently: raising it disarms sooner (a rolling object stops reacting earlier), lowering it keeps detection armed longer.
ThrowHitMinImpactSpeednumberMinimum impact speed for a thrown object to register a ThrowHit on a character. Unit: cm/s. Measured as NormalImpulse / Mass (velocity change along the contact normal) so it stays frame-rate independent. Below this, a slow object merely rolling/leaning into a character does not trigger an effect (prevents packet/effect spam).