TArray<TSoftObjectPtr<UWCGASWorldContextData>>
What it is: Array of World Context Data Assets that define environmental contexts and their elemental modifiers. Each asset represents one context (Rain, Forest, Night, etc.) and specifies how that context affects abilities and effects based on their element tags.
Systems that access it:
ContextDataRegistry TMap for O(1) context lookups by tagWhy it matters: This is the master definition for all environmental contexts in your game. Contexts registered here can be activated globally, per-zone, or per-actor to modify how elemental abilities and effects behave. Without context definitions, the World Context System has nothing to apply—abilities function normally but environmental factors have no impact.
If left empty: World Context Subsystem initializes with an empty registry. All GameplayEffects function normally via GAS, but GetContextModifier() always returns 0.0, zone volumes have no effect definitions to apply, and environmental gameplay is disabled. The console logs a warning directing you to add assets in Project Settings.
FGameplayTag - Default: Effect.Element
What it is: Tag prefix used to identify element tags on GameplayEffects. ExecCalcs search GE AssetTags for child tags of this prefix to determine which element's context modifiers should apply to the effect.
Systems that access it: