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Fixed to match blog version.
[CL 2657783 by Richard Hinckley in Main branch]
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committed by
Richard.Hinckley@epicgames.com
parent
4530cdae7a
commit
89613ee52e
@@ -44,53 +44,39 @@ As an example, here is a definition for level up experience data and the CSV doc
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USTRUCT(BlueprintType)
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USTRUCT(BlueprintType)
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struct FLevelUpData : public FTableRowBase
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struct FLevelUpData : public FTableRowBase
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{
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{
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GENERATED_USTRUCT_BODY()
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GENERATED_USTRUCT_BODY()
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public:
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public:
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FLevelUpData()
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FLevelUpData()
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: XPtoLvl(0)
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: XPtoLvl(0)
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, XP(0)
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, AdditionalHP(0)
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{}
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{}
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/** The 'Name' column is the same as the XP Level */
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/** The 'Name' column is the same as the XP Level */
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/** XP to get to the given level from the previous level */
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/** XP to get to the given level from the previous level */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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int32 XPtoLvl;
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int32 XPtoLvl;
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/** This was the old property name (represented total XP) */
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/** Extra HitPoints gained at this level */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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int32 XP;
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int32 AdditionalHP;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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/** Icon to use for Achivement */
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TAssetPtr<UTexture> Asset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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TAssetPtr<UTexture> AchievementIcon;
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};
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};
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**CSV Document:**
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**CSV Document:**
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Name,XPtoLvl,XP,Asset
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Name,XPtoLvl,AdditionalHP,AchievementIcon
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1,0,0,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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1,0,0,"Texture2d'/Game/Textures/AchievementIcon1'"
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2,1000,1000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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2,1000,9,"Texture2d'/Game/Textures/AchievementIcon2'"
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3,1000,2000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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3,1000,10,"Texture2D'/Game/Textures/AchievementIcon3'"
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4,1500,3500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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4,1500,12,"Texture2D'/Game/Textures/AchievementIcon4'"
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5,2000,5500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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5,2000,14,"Texture2D'/Game/Textures/AchievementIcon5'"
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6,2500,8000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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7,3000,11000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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8,3500,14500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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9,4000,18500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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10,4500,23000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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11,5000,28000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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12,5500,33500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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13,6000,39500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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14,6500,46000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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15,7000,53000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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16,7500,60500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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17,8000,68500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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18,8500,77000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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19,9000,86000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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20,9500,95500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
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[REGION:tip]
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[REGION:tip]
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The double quotes around the asset type are important for the property importing pipeline. Without them, the text is imported as Texture2d'.
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The double quotes around the asset type are important for the property importing pipeline. Without them, the text is imported as Texture2d'.
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@@ -112,9 +98,9 @@ Here is an example table for damage progression:
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| | 0 | 1 | 2 | 3 |
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| | 0 | 1 | 2 | 3 |
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| -------------------- | --- | --- | --- | --- |
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| -------------------- | --- | --- | --- | --- |
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| Melee_Damage | 15 | 20 | 25 | 30 |
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| Melee_Damage | 15 | 20 | 25 | 30 |
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| Melee_KnockBack | 0 | 0 | 0 | 0 |
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| Melee_KnockBack | 1 | 2 | 4 | 8 |
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| Melee_KnockBackAngle | 0 | 0 | 0 | 0 |
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| Melee_KnockBackAngle | 10 | 45 | 60 | 65 |
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| Melee_StunTime | 0 | 0 | 0 | 0 |
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| Melee_StunTime | 0 | 1 | 5 | 7 |
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[/REGION]
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[/REGION]
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## Importing Process
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## Importing Process
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