I mean, you had my attention with the title and one of the dorkiest channel titles I've ever seen (a solid metric of "how oriented to my interests will this channel be), but you won my sub at you edited in and around burp. So, in terms of the parent/child relationship, how does someone go about incorpating "dad left for cigarettes and never came back and then I had rotating dad's and an absent mom" into my data oriented programming paradigm exactly? Edit: in today's day and age, I feel like I need to qualify the dorky comment as a term of endearment in this case. It's a badge I've worn with pride for decades. Also, scrolled through the rest of your channel and your content library is awesome. Your tempo is great, and the fact that you actually describe the why around the what you're doing is exactly what I've been digging around for for almost a year. Thanks for taking the time to produce these videos.
@12:45 - I usually put the name of the data to keep track of the data there. It helps because the 5.3 interface has a drop-down menu for the options, so it makes it much easier to find what you need.
I'm not new to programming but I am learning Unreal for the first time. This video made a lot of sense and you did a great job. I learned something. I'm also very high.
Good question about the Row Name. I've seen quite a few things, and I don't think there's an answer. I've seen what you did with a duplicate of another row (2 rows with the same entry), ignoring it altogether (so NewRow_4), using it as a replacement for the name row (so the struct would be power, desc, SM, and drop the 'name' row), using it like a key (Row Name = SettingUpSky, Title = Adding UDS to your level OR Row Name=Ability_UnderwaterBreathing, Name=Underwater Breathing). I think the key version seems the most useful to me, and I would personally avoid using the row name as my name row. My personal preference recently is to use Data Assets over Tables more and more. I've gotten where I prefer 100+ data assets to a table with a 100+ entries. But maybe I'm crazy. On a side note, I would say avoid using just "Name" in your struct and prefer "Display Name", "Item Name", "Title", or similar. I don't recall the issue it caused, but it was a problem with a simple fix. BenUI has a write-up on data: benui.ca/unreal/data-driven-design/ . UE has made progress with the downsides of using Data Assets, namely 'Still annoying managing large numbers of entries', 'Managing lists of assets is a pain', and 'Binary asset'. DA Binary assets can be diff'd in engine (as well as many improvements to in-editor source control). There's the built-in Property Matrix to ease the first two downsides, but custom tooling can be used as well. Additionally, Primary Data Assets can help with this problem. Ari wrote a heavy post on PDAs forums.unrealengine.com/t/solved-troubleshooting-primary-assets/1733737 . Epic's own Jack Condon has a UE Fest talk on Data, th-cam.com/video/HOpyZ8552oA/w-d-xo.html . It's very well put together, almost like the evolution of using Data in UE meets how programmers can build intuitive data systems for designers. There's an official course on Data on the UE learning portal (there used to be 2, but one was deprecated), as well as, many sample projects have examples of using data. Lastly, no one ever mentions Material Parameter Collection and data assets at the same time. Know that MPC are something like a data assets within Materials and they do exist already, so don't cram a square peg into a round hole.
Hey I had a question. What would be the best way to handle this if you wanted armor to have their own data table and weapons to have their own data table? Is there a way to nest the structs and still just use the parent item bp in the world. Or would it be better to just make child classes from the parent item, one being weapon parent with its struct and DT, and a Armor Parent with its own struct and DT?
I mean, you had my attention with the title and one of the dorkiest channel titles I've ever seen (a solid metric of "how oriented to my interests will this channel be), but you won my sub at you edited in and around burp.
So, in terms of the parent/child relationship, how does someone go about incorpating "dad left for cigarettes and never came back and then I had rotating dad's and an absent mom" into my data oriented programming paradigm exactly?
Edit: in today's day and age, I feel like I need to qualify the dorky comment as a term of endearment in this case. It's a badge I've worn with pride for decades.
Also, scrolled through the rest of your channel and your content library is awesome. Your tempo is great, and the fact that you actually describe the why around the what you're doing is exactly what I've been digging around for for almost a year. Thanks for taking the time to produce these videos.
I love every time you say you can do it, It gives people motivation, Thanks
@12:45 - I usually put the name of the data to keep track of the data there. It helps because the 5.3 interface has a drop-down menu for the options, so it makes it much easier to find what you need.
I'm not new to programming but I am learning Unreal for the first time. This video made a lot of sense and you did a great job. I learned something. I'm also very high.
i feel connected. I am in the exact same boat brother
@@dinkleburg43 Bless you and your journey.
Same lol 26 years of coding but 1 year deep in unreal
Good question about the Row Name. I've seen quite a few things, and I don't think there's an answer. I've seen what you did with a duplicate of another row (2 rows with the same entry), ignoring it altogether (so NewRow_4), using it as a replacement for the name row (so the struct would be power, desc, SM, and drop the 'name' row), using it like a key (Row Name = SettingUpSky, Title = Adding UDS to your level OR Row Name=Ability_UnderwaterBreathing, Name=Underwater Breathing). I think the key version seems the most useful to me, and I would personally avoid using the row name as my name row.
My personal preference recently is to use Data Assets over Tables more and more. I've gotten where I prefer 100+ data assets to a table with a 100+ entries. But maybe I'm crazy.
On a side note, I would say avoid using just "Name" in your struct and prefer "Display Name", "Item Name", "Title", or similar. I don't recall the issue it caused, but it was a problem with a simple fix.
BenUI has a write-up on data: benui.ca/unreal/data-driven-design/ . UE has made progress with the downsides of using Data Assets, namely 'Still annoying managing large numbers of entries', 'Managing lists of assets is a pain', and 'Binary asset'. DA Binary assets can be diff'd in engine (as well as many improvements to in-editor source control). There's the built-in Property Matrix to ease the first two downsides, but custom tooling can be used as well. Additionally, Primary Data Assets can help with this problem. Ari wrote a heavy post on PDAs forums.unrealengine.com/t/solved-troubleshooting-primary-assets/1733737 .
Epic's own Jack Condon has a UE Fest talk on Data, th-cam.com/video/HOpyZ8552oA/w-d-xo.html . It's very well put together, almost like the evolution of using Data in UE meets how programmers can build intuitive data systems for designers.
There's an official course on Data on the UE learning portal (there used to be 2, but one was deprecated), as well as, many sample projects have examples of using data.
Lastly, no one ever mentions Material Parameter Collection and data assets at the same time. Know that MPC are something like a data assets within Materials and they do exist already, so don't cram a square peg into a round hole.
Hey I had a question. What would be the best way to handle this if you wanted armor to have their own data table and weapons to have their own data table? Is there a way to nest the structs and still just use the parent item bp in the world. Or would it be better to just make child classes from the parent item, one being weapon parent with its struct and DT, and a Armor Parent with its own struct and DT?
Hey man this was great, super helpful, thank you very much also your voice sounds like chris pratt
i loooooooooooooooove you man , super helpful , thanks god you have youtube channel 😅
Do you think you can do a point-and-click tutorial similar to the FNAF 4 moving mechanic?
Wait till you discover using primary data assets to make a completely dynamic data driven game!