Data Driven Game Items

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Data Driven Gameplay Elements for all of your Actors. Spawn and Initialize Actors from Data Tables using C++ or Blueprint.

  • Supported Platforms
  • Supported Engine Versions
    4.18-4.20

Description


Get your actors ready for Data Driven Game Behaviour.

 

Data Driven Game Items provides a lightweight and extensible way to separate your game data (e.g. mesh asset type, movement speed etc.) from your game logic. So you can reuse a single actor class to create a bunch of different actor variations, just by describing each variation in a data table row.  

You can spawn actors directly from a data table row handle by using the Spawn Actor from Data Table Blueprint Node or by directly calling the C++ function from code.


The Data Driven Actor Data Structure provides you a flexible way to find Assets by Name and use them during Actor Initialization. Without the need of modifying the structure in C++.

The Data Driven Actor Interface turns any kind of Actor into a Data Driven Game Item.

There are no limitations to any kind of genre. Data Driven Game Items is just a basic design pattern to be used in any kind of Game.


Want to know more? Before you buy? Do the following:

  1. Learn what Epic says about Data Driven Gameplay (except the data curves thing): DDG
  2. Read my Overview Article (little bit theory on class design): Overview
  3. Watch the Getting Started Video: Getting Started


Support:

support@suricoon.com

Technical Details


Features:

  •  Spawn actors from a Data Table Row Handle using Blueprint or C++
  • Initialize actor data from Table Row Structures
  •  Common Data Driven Actor Interface to extend any kind of Actor
  •  13 conversion nodes / functions to load the most important asset types (e.g. static mesh, skeletal mesh, actor class and more) directly from "content browser" (e.g. "Game/Meshes/myStaticMesh")


Code Modules:

  •  DataDrivenItems Module (runtime, developer)


Number of Blueprints: 0 (Functionality accessible through Blueprint Function Library)

Number of C++ Classes: 6


Network Replicated: Depends on your implementation. You can use the nodes and functions on client side and on server side as well. The important part is, to call the nodes correctly (as you would do it with any other function that does not directly handle networking).


Supported Development Platforms: Win64, Win32

Supported Target Build Platforms: Windows

Documentation: Documentation Link

Example Project: Example (Requires a purchased plugin)

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