📊 DIFFICULTY SYSTEM CONFIGURATION

DifficultyTiers

TArray<TSoftObjectPtr<UWCGASDifficultyTier>>

What it is: Array of Difficulty Tier Data Assets that define all available difficulty levels in your game. Each asset contains tier metadata including display names, icons, descriptions, sort order, and custom properties for game-specific scaling.

Systems that access it:

Why it matters: This is the master registry for all difficulty options available to players. Tiers define both UI presentation (names, icons, descriptions) and gameplay scaling via CustomFloatProperties and CustomTagProperties. Other systems reference these tiers through FWCGASDifficultyOverride mappings to swap configurations based on active difficulty.

If left empty: Difficulty subsystem initializes with no tiers registered. All FWCGASDifficultyOverride arrays will resolve to their default assets. No difficulty selection UI can be populated. Console logs a warning directing you to add tier assets in Project Settings.


DefaultDifficultyTag

FGameplayTag - Default: (empty)

What it is: Explicit override for which difficulty tier activates on new games. When set, takes priority over the bIsDefault flag on individual tier assets.

Systems that access it:

Priority Order:

  1. This setting (if valid tag set)