Fixed to match blog version.

[CL 2657783 by Richard Hinckley in Main branch]
This commit is contained in:
Richard Hinckley
2015-08-17 10:14:37 -04:00
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
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct FLevelUpData : public FTableRowBase struct FLevelUpData : public FTableRowBase
{ {
GENERATED_USTRUCT_BODY() GENERATED_USTRUCT_BODY()
public: public:
FLevelUpData() FLevelUpData()
: XPtoLvl(0) : XPtoLvl(0)
, XP(0) , AdditionalHP(0)
{} {}
/** The 'Name' column is the same as the XP Level */ /** The 'Name' column is the same as the XP Level */
/** XP to get to the given level from the previous level */ /** XP to get to the given level from the previous level */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
int32 XPtoLvl; int32 XPtoLvl;
/** This was the old property name (represented total XP) */ /** Extra HitPoints gained at this level */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
int32 XP; int32 AdditionalHP;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp) /** Icon to use for Achivement */
TAssetPtr<UTexture> Asset; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
TAssetPtr<UTexture> AchievementIcon;
}; };
**CSV Document:** **CSV Document:**
Name,XPtoLvl,XP,Asset Name,XPtoLvl,AdditionalHP,AchievementIcon
1,0,0,"Texture2d'/Game/UI/HUD/Actions/Barrel'" 1,0,0,"Texture2d'/Game/Textures/AchievementIcon1'"
2,1000,1000,"Texture2d'/Game/UI/HUD/Actions/Barrel'" 2,1000,9,"Texture2d'/Game/Textures/AchievementIcon2'"
3,1000,2000,"Texture2d'/Game/UI/HUD/Actions/Barrel'" 3,1000,10,"Texture2D'/Game/Textures/AchievementIcon3'"
4,1500,3500,"Texture2d'/Game/UI/HUD/Actions/Barrel'" 4,1500,12,"Texture2D'/Game/Textures/AchievementIcon4'"
5,2000,5500,"Texture2d'/Game/UI/HUD/Actions/Barrel'" 5,2000,14,"Texture2D'/Game/Textures/AchievementIcon5'"
6,2500,8000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
7,3000,11000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
8,3500,14500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
9,4000,18500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
10,4500,23000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
11,5000,28000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
12,5500,33500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
13,6000,39500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
14,6500,46000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
15,7000,53000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
16,7500,60500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
17,8000,68500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
18,8500,77000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
19,9000,86000,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
20,9500,95500,"Texture2d'/Game/UI/HUD/Actions/Barrel'"
[REGION:tip] [REGION:tip]
The double quotes around the asset type are important for the property importing pipeline. Without them, the text is imported as Texture2d'. The double quotes around the asset type are important for the property importing pipeline. Without them, the text is imported as Texture2d'.
@@ -112,9 +98,9 @@ Here is an example table for damage progression:
| | 0 | 1 | 2 | 3 | | | 0 | 1 | 2 | 3 |
| -------------------- | --- | --- | --- | --- | | -------------------- | --- | --- | --- | --- |
| Melee_Damage | 15 | 20 | 25 | 30 | | Melee_Damage | 15 | 20 | 25 | 30 |
| Melee_KnockBack | 0 | 0 | 0 | 0 | | Melee_KnockBack | 1 | 2 | 4 | 8 |
| Melee_KnockBackAngle | 0 | 0 | 0 | 0 | | Melee_KnockBackAngle | 10 | 45 | 60 | 65 |
| Melee_StunTime | 0 | 0 | 0 | 0 | | Melee_StunTime | 0 | 1 | 5 | 7 |
[/REGION] [/REGION]
## Importing Process ## Importing Process