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Data Organization in your Project?

Hi everyone, i have a game that relies heavily on data. So i have a lot of arrays and arrays of structs. I stumbled upon the usual data driven stuff here in the forums and answerhub like DataTables, Data Assets, SaveGAme und UObjects and tried all of them.

DataTables is by far the most convinient when it comes to editing arrays of structs. What haunts me is simply the fact, that some variebles in these structs need change at runtime. For now i save these Variables in actors and all is fine. But its a bit tedious. For example: when i change the level i need to save them and reload them in the new level and so on. Cause i need them mostly for UMG and they dont need to be changed very often, they do not really belong into the level i think. Or is it ok to keep hundreds of structs in actors in the level?

I know, to set Variables at runtime in a DataTable will probably never happen, so there has to be another efficent way of doing this. How would u handle hundreds of small arrays of structs or just arrays? Is there something i missed with DataAssets, DT or UObjects? i am using mostly BP but can do easy stuff in C++ too. I know there are some workarounds with c++ and not using UPROPERTY but i want that GarbageCollector.

Thanks for ur help. A_NDE

Product Version: UE 4.16
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asked Jun 23 '17 at 09:58 PM in Blueprint Scripting

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One option is to store the variables somewhere that doesn't get reset when you change levels, like in your game instance.

Another option , although I didn't test it, would be to use this.


Supposedly it saves variables in uasset files, and you can access them anytime from any other blueprint without casting or anything else.

Also something I always try to do is include as much info as I can in 1 struct, to limit the numbers of variables I have to make.

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answered Jan 11 '19 at 07:49 AM

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