⚔️ AI COMBAT CONFIGURATION

DefaultThreatConfig

TSoftObjectPtr<UWCGASThreatConfig>

What it is: Default Threat Configuration Data Asset providing project-wide threat generation, modification, and decay settings for all AI actors. Individual actors can override via UWCGASAICombatComp::ThreatConfiguration.

Systems that access it:

Why it matters: Defines the fundamental rules for how AI perceives and prioritizes targets. Controls threat multipliers per source type (damage, healing, taunt, proximity), decay behavior, status effect modifiers, and special threat mechanics like taunts and synergies. A well-tuned threat config creates believable AI targeting and enables tank-healer-DPS gameplay patterns.

If left empty: AI actors fall back to hardcoded defaults: 1:1 damage-to-threat ratio, 5.0 decay rate, 3.0s decay delay. Console logs a warning directing you to assign a config. Basic functionality works but lacks the nuanced threat behavior that makes combat feel responsive.


ThreatConfigByDifficulty

TArray<FWCGASDifficultyOverride>

What it is: Array of difficulty-to-config mappings that override DefaultThreatConfig when specific difficulty tiers are active. Each entry pairs a difficulty tag with a specialized UWCGASThreatConfig asset.

Systems that access it:

Why it matters: Enables difficulty-scaled AI aggression. Hard modes can feature higher threat multipliers (enemies aggro faster), faster decay (less forgiving of mistakes), and increased healing threat (healers get punished). Creates meaningful difficulty differentiation beyond simple damage/health scaling.

Example Configuration:

Difficulty Tag Config Asset Behavior
Difficulty.Hard DA_ThreatConfig_Hard 1.5x threat multipliers, faster decay
Difficulty.Nightmare DA_ThreatConfig_Nightmare 2.0x threat, healing threat doubled