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152 lines
6.6 KiB
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152 lines
6.6 KiB
Plaintext
Availability:Public
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Title: Data Driven Gameplay Elements
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Crumbs:%ROOT%, Gameplay
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Description:Driving gameplay elements using externally stored data.
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version: 4.9
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[TOC(start:2)]
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Data driven gameplay helps mitigate the amount of work and complexity involved, as well as providing
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the ability to visualize and parameterize data creation and progression, for games that have an extended
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lifetime well beyond that of a typical boxed game, and require constant tweaking and balancing of data
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based on player feedback. The ability to move data out to **Microsoft Excel** or other spreadsheet documents that can be
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maintained using proven tools and then imported to automatically take effect in the game.
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There are two new ways that data can be imported into UE4 through Excel documents:
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* **DataTables**
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* **CurveTables**
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These Excel documents are .xlsm (macro enabled Excel documents) that have macro based export
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buttons to enable easily exporting to the intermediate data format, comma separated variables (.csv).
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These documents all reside in a single location to help make data easy to find and modify.
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* [](Example.xlsm) (**Right-click** and **Save as...** to download)
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## Data Tables
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DataTables, as the name implies, is a table of miscellaneous but related data grouped in a meaningful
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and useful way, where the data fields can be any valid UObject property, including asset references. Before a designer can import a
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CSV file into a DataTable, a programmer has to create the row container telling the engine how to interpret the data.
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These tables consist of column names that have a 1:1 mapping to a given code based UStruct and its variables,
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which must inherit from **FTableRowBase** to be recognized by the importer.
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The first column is expected to be named Name and contains the names by which each row is accessed for use in game. Subsequent columns
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have a variable name for a heading and below, in the same column, the data for that row/column intersection. Given this
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format, a single row maps 1:1 directly to the structure inherited from FTableRowBase.
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### Example
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As an example, here is a definition for level up experience data and the CSV document that supplies the data to the game:
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/** Structure that defines a level up table entry */
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USTRUCT(BlueprintType)
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struct FLevelUpData : public FTableRowBase
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{
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GENERATED_USTRUCT_BODY()
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public:
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FLevelUpData()
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: XPtoLvl(0)
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, AdditionalHP(0)
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{}
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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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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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int32 XPtoLvl;
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/** Extra HitPoints gained at this level */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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int32 AdditionalHP;
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/** Icon to use for Achivement */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=LevelUp)
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TAssetPtr<UTexture> AchievementIcon;
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};
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**CSV Document:**
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Name,XPtoLvl,AdditionalHP,AchievementIcon
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1,0,0,"Texture2d'/Game/Textures/AchievementIcon1'"
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2,1000,9,"Texture2d'/Game/Textures/AchievementIcon2'"
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3,1000,10,"Texture2D'/Game/Textures/AchievementIcon3'"
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4,1500,12,"Texture2D'/Game/Textures/AchievementIcon4'"
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5,2000,14,"Texture2D'/Game/Textures/AchievementIcon5'"
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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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[/REGION]
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## Data Curves
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Data Curves work in a somewhat similar manner to DataTables, however they only support floating point
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types. As with DataTables, the first column is named Name and contains the names by which each row
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is accessed for use in game. Each column heading after the first stores the X-axis variable for a
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curve to be plotted. The data under this heading is the Y-axis value for the given row. Given this
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format, a single row corresponds to a curve that code can access and interpolate data along.
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### Example
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Here is an example table for damage progression:
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[REGION:simpletable]
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| | 0 | 1 | 2 | 3 |
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| -------------------- | --- | --- | --- | --- |
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| Melee_Damage | 15 | 20 | 25 | 30 |
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| Melee_KnockBack | 1 | 2 | 4 | 8 |
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| Melee_KnockBackAngle | 10 | 45 | 60 | 65 |
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| Melee_StunTime | 0 | 1 | 5 | 7 |
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[/REGION]
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## Importing Process
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Importing a CSV file is a simple process:
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1. Save your file out of Excel or another spreadsheet software with the .csv extension.
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2. Open Unreal Editor, and click on **Import** in the **Content Browser**.
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3. Navigate and select the CSV file you want to import as a DataTable.
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4. Finally, choose the row representation from the drop down list, in this case, LevelUpData.
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This creates a DataTable object in the current directory of the **Content Browser**.
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You can view the contents of the DataTable in the editor by **Double-clicking** on the object. You can update the object by **Right-clicking** on the object and selecting **Reimport** from the menu.
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Note that the original file path is used when reimporting the object. Here is the view of the data just after importing:
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## Data Hookup
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Hooking up data from these tables is quite easy. From a programmer's perspective, all you must do is
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place a Blueprint-exposed variable of either **FDataTableRowHandle** or **FCurveTableRowHandle**,
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depending on if you want a DataTable or CurveTable, respectively. From a content provider's point of
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view, this will expose a data field with two subfields:
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1. DataTable/CurveTable - this is the content reference to the table that holds the data.
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2. RowName - this is the name in the first column of the row you wish to get data from.
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## Data Usage (Programmers Only)
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Once you have the data hooked up, using the data is quite simple. The handle structures provide helper
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functions (**FindRow()** and **GetCurve()**) that allow you to retrieve either a struct or curve filled with data.
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In the case of a FCurveTableRowHandle, an FRichCurve pointer is returned. The FDataTableRowHandle, however,
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allows you to specify a structure in the template function call. This structure can be the final structure
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or any of its parents in the inheritance hierarchy.
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One final note is that all structures and curves returned should not be cached further than the local scope
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of a function. This is to ensure that if the table is refreshed via re-import, the data changes take effect
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immediately and that no invalid pointers are accessed.
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In the above DataTable example, the asset that is referenced is a lazy loaded asset (TAssetPtr handles this).
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If the Asset field type was set to UTexture, all of the assets would be loaded whenever the DataTable was loaded.
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