// © 2025 Naked People Team. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "SessionManagerSubsystem.h" #include "LossPresentationConfig.generated.h" class ULevelSequence; /** * Data-driven cutscene-per-loss-cause map (GDD §4.4, §17.4). The USessionLossResolver * looks up the sequence for the resolved cause, plays it, then teleports the player home. * A cause with no entry skips straight to the teleport; SafeReturn never plays one (the * player walked home). Soft refs so cutscene assets only load when a loss actually fires. */ UCLASS() class NAKEDDESIRE_API ULossPresentationConfig : public UPrimaryDataAsset { GENERATED_BODY() public: UPROPERTY(EditDefaultsOnly, Category = "Loss") TMap> LossCutscenes; };