Data-driven design
Hardcoding gameplay values (item stats, enemy configs, balance numbers, curves) makes iteration slow and risky. Move them into assets and config objects that designers can edit without recompiling. The choice of container drives every downstream workflow.
When to use this skill
- Defining sets of similar records (items, enemies, weapons, abilities, loot).
- One-off structured config objects (boss setup, game-mode tuning, single-character stats).
- Values that vary over an input (damage falloff, XP per level, camera ease curves).
- Replacing magic numbers with
.ini-backed project settings editable in Project Settings. - Layering or overriding rows across game modes, DLC, or platforms (composite tables).
Pick the right container
| Need | Use |
|---|---|
| Many rows of the same schema, bulk spreadsheet workflow | UDataTable |
| Layered/overriding rows across DLC or variants | UCompositeDataTable |
| A single rich config object, possibly subclassed | UDataAsset / UPrimaryDataAsset |
| A value that depends on another (falloff, curves) | UCurveFloat / UCurveTable |
| An inline editable curve inside a struct/component | FRuntimeFloatCurve |
Global programmer-near settings in .ini |
UCLASS(Config=X) + UPROPERTY(config) |
| Project Settings panel entry with change notifications | UDeveloperSettings |
DataTables — tabular records
Define a row struct inheriting FTableRowBase, then create a DataTable asset in the Content
Browser (or import CSV/JSON). The table stores rows as a TMap<FName, uint8*> internally,
accessed through typed template helpers.
// ItemRow.h — one USTRUCT per table schema
USTRUCT(BlueprintType)
struct FItemRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite) FText DisplayName;
UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 Price = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite) float Weight = 1.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite) TSoftObjectPtr<UTexture2D> Icon;
};
// Runtime lookup — context string appears in log if the row is missing
if (const FItemRow* Row = ItemTable->FindRow<FItemRow>(TEXT("Sword_Iron"), TEXT("ItemQuery")))
{
float w = Row->Weight;
}
// Iterate every row
ItemTable->ForeachRow<FItemRow>(TEXT("PopulateShop"),
[](const FName& Key, const FItemRow& Row) { /* ... */ });
// Typed bulk access
TArray<FItemRow*> All;
ItemTable->GetAllRows<FItemRow>(TEXT("All"), All);
Key macro rule: the struct needs USTRUCT(BlueprintType) so Blueprint graphs can read rows;
FTableRowBase is the mandatory base (DataTable.h:33).
FDataTableRowHandle (DataTable.h:424) — a two-field struct (table + row name) you expose
as a UPROPERTY so designers pick the exact row in the Details panel, eliminating string typos.
UPROPERTY(EditAnywhere, BlueprintReadWrite) FDataTableRowHandle RewardRow;
// At runtime:
if (const FItemRow* R = RewardRow.GetRow<FItemRow>(TEXT("Reward"))) { ... }
UCompositeDataTable (CompositeDataTable.h:13) — a UDataTable subclass that stacks
parent tables; higher-index parents win on duplicate row names. Use for DLC or per-platform row
overrides without duplicating the base table. See
references/datatables-and-composite.md.
DataAssets — structured config objects
A UDataAsset is a UObject subclass you create as an asset. Inherit it for rich single-record
configs; override properties in Blueprint Data Only subclasses for per-instance variation.
// EnemyConfig.h
UCLASS(BlueprintType)
class MYGAME_API UEnemyConfig : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Stats")
float MaxHealth = 100.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spawning")
TSoftClassPtr<APawn> PawnClass;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Tags")
FGameplayTagContainer Traits;
};
UDataAsset(DataAsset.h:17) — base; creates assets in the Content Browser, hard-loaded when the outer object is loaded.UPrimaryDataAsset(DataAsset.h:47) — addsGetPrimaryAssetId()forUAssetManagerdiscovery, async loading, and bundle-based streaming. Use when you need lifecycle control or have many instances (hundreds of items). Seeue-asset-management.
Reference instances as TObjectPtr<UEnemyConfig> (hard, loads immediately) or
TSoftObjectPtr<UEnemyConfig> (lazy, loaded on demand). DataAssets beat DataTables when each
record needs inheritance, rich nested types, or Blueprint subclassing.
See references/data-assets-and-validation.md.
Curves
Use curves when a value depends on a continuous input (time, distance, level).
| Type | Storage | Evaluation |
|---|---|---|
UCurveFloat |
standalone asset | Curve->GetFloatValue(X) |
UCurveTable |
many named curves in one asset | Table->FindRichCurve(Name, Context) |
FRuntimeFloatCurve |
embedded in a struct/component | Curve.GetRichCurve()->Eval(X) |
// Standalone curve asset property
UPROPERTY(EditAnywhere, Category="Balance") TObjectPtr<UCurveFloat> DamageFalloff;
float GetDamage(float Distance) const
{
return BaseDamage * (DamageFalloff ? DamageFalloff->GetFloatValue(Distance) : 1.f);
}
// Inline curve — editable in the Details panel without a separate asset
UPROPERTY(EditAnywhere, Category="Motion") FRuntimeFloatCurve SpeedOverTime;
float GetSpeed(float T) const
{
const FRichCurve* C = SpeedOverTime.GetRichCurveConst();
return C ? C->Eval(T) : 0.f;
}
UCurveFloat (CurveFloat.h:30) wraps a FRichCurve and is the standard designer-facing
single-axis float curve. FRuntimeFloatCurve (CurveFloat.h:12) lets you bake the curve
inline or point at an external UCurveFloat asset.
See references/curves-and-runtime-data.md.
Config-driven properties (.ini files)
For global, programmer-near defaults that ship with the project, mark the class and properties:
// Reads/writes Config/DefaultGame.ini under [/Script/MyGame.UGameBalanceSettings]
UCLASS(Config=Game, DefaultConfig)
class MYGAME_API UGameBalanceSettings : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(Config, EditAnywhere, Category="Balance")
float GlobalDamageScale = 1.f;
UPROPERTY(Config, EditAnywhere, Category="Economy")
int32 StartingGold = 500;
};
// Read anywhere:
const UGameBalanceSettings* S = GetDefault<UGameBalanceSettings>();
float Scale = S->GlobalDamageScale;
The .ini section name is [/Script/ModuleName.ClassName] (without the U prefix).
DefaultConfig writes user edits back to Default<Category>.ini rather than a per-user file.
Do not use this pattern for content-scale data (hundreds of records); use DataTables/DataAssets.
DeveloperSettings — Project Settings panel entries
UDeveloperSettings (DeveloperSettings.h:23, module DeveloperSettings) auto-discovers the
class and adds it to Project Settings. Ideal for cross-system tuning knobs and references to
key data assets that the rest of the codebase needs to find.
UCLASS(Config=Game, DefaultConfig, meta=(DisplayName="My Game Settings"))
class MYGAME_API UMyGameSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UMyGameSettings() { CategoryName = TEXT("Game"); SectionName = TEXT("MyGameSettings"); }
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Tables")
TSoftObjectPtr<UDataTable> ItemTable;
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Tuning")
float DifficultyMultiplier = 1.f;
// Convenience accessor
static const UMyGameSettings* Get() { return GetDefault<UMyGameSettings>(); }
};
// Consuming code — no FindObject, no hard path
const UDataTable* Table = UMyGameSettings::Get()->ItemTable.LoadSynchronous();
Add DeveloperSettings to your module's PublicDependencyModuleNames in Build.cs.
See references/config-and-developer-settings.md.
Validation
Override IsDataValid on DataAssets and in row structs to surface content errors before runtime.
// In UEnemyConfig (editor-only)
#if WITH_EDITOR
virtual EDataValidationResult IsDataValid(FDataValidationContext& Context) const override
{
EDataValidationResult Result = Super::IsDataValid(Context);
if (MaxHealth <= 0.f)
Context.AddError(FText::FromString(TEXT("MaxHealth must be > 0")));
if (PawnClass.IsNull())
Context.AddError(FText::FromString(TEXT("PawnClass is not set")));
return Context.GetNumErrors() > 0 ? EDataValidationResult::Invalid : Result;
}
#endif
Run validation from the Content Browser (Asset Actions → Validate Assets) or via
UnrealEditor-Cmd.exe MyProject.uproject -run=DataValidation for CI. The Data Validation plugin
calls IsDataValid on UDataTable itself (engine implementation) and on UObject-derived
assets that override it.
Gotchas
- Wrong container shape — large flat datasets in individual DataAssets, or deeply nested configs forced into DataTable rows — match the shape to the tool.
- Hard refs to heavy assets in rows/assets — every row's hard ref loads at table load time;
use
TSoftObjectPtrfor textures, meshes, sounds, and class refs. - Row name typos in
FindRowreturn null silently (with a log warning); preferFDataTableRowHandlepickers so designers pick from a validated list. - Forgetting
USTRUCT(BlueprintType)on a row struct — Blueprint nodes that read rows will fail to expose the type. - Editing CSV after adding struct fields — the column order and header names must match the struct; add new fields at the end and re-import.
- Composite table loop —
UCompositeDataTabledetects and rejects circular parent references at load time, but keep the parent chain shallow. UDeveloperSettingsnot showing — the module must be listed inPublicDependencyModuleNames; also check thatCategoryNamemaps to a known Project Settings category ("Game","Engine","Editor").GetDefault<T>()vsGetMutableDefault<T>()—GetDefaultis read-only and safe anywhere;GetMutableDefaultis for editor tooling or startup init only, never gameplay.- Config UPROPERTY for content data —
.inivalues are not asset-browser-visible and give designers a worse authoring experience; use DataTables or DataAssets for game content.
Version notes
UCompositeDataTablehas been stable since UE4. TheAppendParentTables/RemoveParentTableruntime API (CompositeDataTable.h:59–62) allows dynamic parent modification, but the comment in the header warns this can cause hitches during gameplay.UDeveloperSettingsis in its own module (DeveloperSettings) since UE5; in UE4 it was part ofEngine. UpdateBuild.csaccordingly.FRuntimeFloatCurve::GetRichCurveConst()is the const accessor added in UE5 to avoid the const-correctness issues of the earlier mutable-only path.FTableRowBase::IsDataValidsignature matchesUObject::IsDataValid(FDataValidationContext&)introduced in UE5.1; do not use the olderTArray<FText>&variant.
References & source material
Engine source (UE 5.8, under Engine/Source/Runtime/):
Engine/Classes/Engine/DataTable.h—FTableRowBase:33,UDataTable:76,FindRow<T>:219,GetAllRows<T>:199,ForeachRow<T>:232,FDataTableRowHandle:424,FDataTableCategoryHandle:497.Engine/Classes/Engine/CompositeDataTable.h—UCompositeDataTable:13,ParentTables:83,AppendParentTables:59.Engine/Classes/Engine/DataAsset.h—UDataAsset:17,UPrimaryDataAsset:47,GetPrimaryAssetId():53.Engine/Classes/Engine/CurveTable.h—UCurveTable:40,FindCurve:131,FindRichCurve:150,FCurveTableRowHandle:262.Engine/Classes/Curves/CurveFloat.h—FRuntimeFloatCurve:12,UCurveFloat:30,GetFloatValue:44.DeveloperSettings/Public/Engine/DeveloperSettings.h—UDeveloperSettings:23,GetContainerName:31,GetCategoryName:33,GetSectionName:35.
Official docs (UE 5.8):
- Data Assets — https://dev.epicgames.com/documentation/unreal-engine/data-assets-in-unreal-engine
- Configuration Files — https://dev.epicgames.com/documentation/unreal-engine/configuration-files-in-unreal-engine
- Data Validation — https://dev.epicgames.com/documentation/unreal-engine/data-validation-in-unreal-engine
Deep-dive references in this skill:
- references/datatables-and-composite.md — DataTable internals, CSV/JSON import, row callbacks, CompositeDataTable layering.
- references/data-assets-and-validation.md — DataAsset vs PrimaryDataAsset, AssetManager integration, validation patterns.
- references/curves-and-runtime-data.md — UCurveFloat, UCurveTable, FRuntimeFloatCurve, FCurveTableRowHandle.
- references/config-and-developer-settings.md — config UPROPERTY mechanics, DeveloperSettings setup, GetDefault, SaveConfig.
Related skills: ue-asset-management, ue-gameplay-tags, ue-project-structure, ue-cpp-fundamentals.