Read the description for info 0:00 Intro 2:08 Data Tables 5:33 Function Libraries 7:35 Actor Components 8:55 GetClassDefaults 10:45 Data Assets 13:30 Other (save games, game instance, game mode, game state)
This is such a useful tutorial thank you so much. I'm only 2 months into game dev and my current systems are incredibly messy. I think understanding the different ways to store data this early on in my journey will be extremely helpful in the long run. Thank you so much! by far one of the best channels I have found yet and you are super chill. Excited to dive into more of your videos!
@ now that I am finished I’m researching composite data tables now for the purpose of defining spawned weapon attributes. This video was super useful to me; I am using a data table to store round timer duration attributes based on chosen difficulty
Not forgetting Material Parameter Collections which you can use effectively (read and write at runtime) anywhere outside the material graph as well for any global scalar and vector parameters and easy manipulation in BP or as a MPC sequencer track
Quick question, Im not sure if i simply didnt understand but, lets say I want to save a check point of a player then reset the scene or change scene and have a persistent data storage that can hold the information of the check point that I was at last before the reset. What you showed in your video is just data containers correct? So I would not be able to use them for my goal.
Greaaat subject!! Could you make video about Dependencies? which method of data storage to use and how NOT to make direct references ? Its a subject there is very little about on youtube i feel. and those can really mess up the game 😊
O_O Man, u good... u went back in time and made a video about it... respect @@esotericgamedev ;) ps ive watched it already, but i though of more examples, like how to use things like object actors or other methods to store and call variables without dependencies hard dependencies. ( because structs do hard reference for example)
i am having issues with data assets, i was using them for skills in my combat system but they keep resetting to default every time i start up unreal engine. which isn't really useful.
Hey, thanks for the video, I didn't know about Data Assets tbh. You didn't mention Game Instance is it because you just don't use it or is it because it's not supposed to be used this way because of reasons?
Yeah you can use the game instance but I wouldn’t use it for too many things because it will get cluttered. I usually reserve the game instance for things like connecting players to multiplayer rather than general data
@@esotericgamedev I see, thanks for the explanation, guess I will move some stuff out of the game instance in my current project. I've been using game instance mixed with data tables and map variables to store stuff since 2017 xD
Read the description for info
0:00 Intro
2:08 Data Tables
5:33 Function Libraries
7:35 Actor Components
8:55 GetClassDefaults
10:45 Data Assets
13:30 Other (save games, game instance, game mode, game state)
how can I hire you for a part time job:)
F bomb in under 2 minutes, subbed in under 2 minutes.
😂😅
This is such a useful tutorial thank you so much. I'm only 2 months into game dev and my current systems are incredibly messy. I think understanding the different ways to store data this early on in my journey will be extremely helpful in the long run. Thank you so much! by far one of the best channels I have found yet and you are super chill. Excited to dive into more of your videos!
Thanks mate, glad to hear this feedback ☺️ welcome aboard
wow fast and concise, no filler
wonderful wonderful wonderful
@@luckyblockfatality thanks for watching
@ now that I am finished I’m researching composite data tables now for the purpose of defining spawned weapon attributes.
This video was super useful to me; I am using a data table to store round timer duration attributes based on chosen difficulty
Not forgetting Material Parameter Collections which you can use effectively (read and write at runtime) anywhere outside the material graph as well for any global scalar and vector parameters and easy manipulation in BP or as a MPC sequencer track
Sick video, very helpful 🤘
Glad to help
insanely helpful! I am definitely going to be storing my vars differently with some of these newly added tricks. Thank you!! :)
@@StevenDiLeo my pleasure mate ☺️
Great work your helping a lot of people with these videos.
Glad to hear it thank you
I never comment on any TH-cam video. But you made me change that fact.
Thank You for this video (I shared it to friends on Twitter)
Thanks
The function library is clever because you can change a bunch of colors by just changing it in one place
straight to point, quality!
Quick question, Im not sure if i simply didnt understand but, lets say I want to save a check point of a player then reset the scene or change scene and have a persistent data storage that can hold the information of the check point that I was at last before the reset. What you showed in your video is just data containers correct? So I would not be able to use them for my goal.
Yeah use save game asset for your purpose. I did a video on it around the same time this one was uploaded
Greaaat subject!! Could you make video about Dependencies? which method of data storage to use and how NOT to make direct references ? Its a subject there is very little about on youtube i feel. and those can really mess up the game
😊
See the previous video about modular blueprints
O_O Man, u good... u went back in time and made a video about it... respect @@esotericgamedev ;) ps ive watched it already, but i though of more examples, like how to use things like object actors or other methods to store and call variables without dependencies hard dependencies. ( because structs do hard reference for example)
Goddamn brilliant thank you for enlightment
@@jumpthe11 go forth and shine bright enlightened one
i am having issues with data assets, i was using them for skills in my combat system but they keep resetting to default every time i start up unreal engine. which isn't really useful.
nice! how to separate numbers from the words? I mean, if I have text box, how to make it to allow to type in only numbers?
Use a spin box instead
And what if I want to update those variables in game and keep them persistent, what would be the best one to do that ?
Probably actor component
omg very clear and good
Hey, thanks for the video, I didn't know about Data Assets tbh. You didn't mention Game Instance is it because you just don't use it or is it because it's not supposed to be used this way because of reasons?
Yeah you can use the game instance but I wouldn’t use it for too many things because it will get cluttered. I usually reserve the game instance for things like connecting players to multiplayer rather than general data
@@esotericgamedev I see, thanks for the explanation, guess I will move some stuff out of the game instance in my current project. I've been using game instance mixed with data tables and map variables to store stuff since 2017 xD
Cool!
Best
Thanks 🙏
didnt think id laugh while watching a ue tutorial, probably gonna watch your tutorials instead now lol
😆
This is so hilarious lol
😆
LOL BALL ACH!!!!!!
Lol aye
you are very fast...