So I have a structure with all the variables that I need to setup various abilities and a Data Table that specifies a couple of different attacks.
I want the Data from this table to control the values on the Ability blueprints so that I can have a centralized location to control tuning.
How I am supposed to access the data in the Table from blueprint?
I created a variable of the ‘DataTableRowHandle’, and assigned it to my AbilitiesDataTable. I can select a given ability. But I don’t seem to have the means to access any of the columns/Structure members for any given row.
What am I missing? Is this currently doable through Blueprints?
Or is there a better way to setup data driven design?
I could create a variable of the ability structure in the base class, but I was hoping that I could eventually rely on Data Tables for Equipment, Abilities, Enemies, Procedural levels, etc.
The workflow for tables seems very incomplete and messy but I think i have sort of a way but it isn’t very dynamic.
You can add a GetDataTableRow node which takes in a literal DataTable reference. You cannot plug a variable into this though as DataTable is not a valid blueprintable type it seems. At this point you just break the out row property.
This wont work with Engine structs oddly enough, I tried using the gameplaytagcontainer struct to test but had to make my own new one.Might have been an issue with not showing Engine Content since it was a new project.