| name | data-driven-design |
| description | Drive Unreal gameplay from externally-editable data instead of hardcoded values — DataTables (UDataTable, FTableRowBase, CSV/JSON import, UCompositeDataTable), DataAssets (UDataAsset, UPrimaryDataAsset with AssetManager), Curves (UCurveFloat, UCurveTable, FRuntimeFloatCurve), config-driven UPROPERTY(config) in .ini files, and DeveloperSettings (UDeveloperSettings) for project-wide tuning. Use when defining item/enemy/level/balance schemas, choosing the right data container, exposing designer-tunable values, replacing magic numbers with editable assets, or layering data across DLC/platforms with composite tables. |
| metadata | {"engine-version":"5.7","category":"content-assets"} |
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.
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;
};
if (const FItemRow* Row = ItemTable->FindRow<FItemRow>(TEXT("Sword_Iron"), TEXT("ItemQuery")))
{
float w = Row->Weight;
}
ItemTable->ForeachRow<FItemRow>(TEXT("PopulateShop"),
[](const FName& Key, const FItemRow& Row) { });
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:36).
FDataTableRowHandle (DataTable.h:395) — 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;
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.
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:20) — base; creates assets in the Content Browser, hard-loaded
when the outer object is loaded.
UPrimaryDataAsset (DataAsset.h:46) — adds GetPrimaryAssetId() for UAssetManager
discovery, async loading, and bundle-based streaming. Use when you need lifecycle control or
have many instances (hundreds of items). See 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) |
UPROPERTY(EditAnywhere, Category="Balance") TObjectPtr<UCurveFloat> DamageFalloff;
float GetDamage(float Distance) const
{
return BaseDamage * (DamageFalloff ? DamageFalloff->GetFloatValue(Distance) : 1.f);
}
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:
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;
};
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;
static const UMyGameSettings* Get() { return GetDefault<UMyGameSettings>(); }
};
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.
#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
TSoftObjectPtr for textures, meshes, sounds, and class refs.
- Row name typos in
FindRow return null silently (with a log warning); prefer
FDataTableRowHandle pickers 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 —
UCompositeDataTable detects and rejects circular parent
references at load time, but keep the parent chain shallow.
UDeveloperSettings not showing — the module must be listed in PublicDependencyModuleNames;
also check that CategoryName maps to a known Project Settings category ("Game", "Engine",
"Editor").
GetDefault<T>() vs GetMutableDefault<T>() — GetDefault is read-only and safe
anywhere; GetMutableDefault is for editor tooling or startup init only, never gameplay.
- Config UPROPERTY for content data —
.ini values are not asset-browser-visible and give
designers a worse authoring experience; use DataTables or DataAssets for game content.
Version notes
UCompositeDataTable has been stable since UE4. The AppendParentTables/RemoveParentTable
runtime API (CompositeDataTable.h:59–63) allows dynamic parent modification, but the comment in
the header warns this can cause hitches during gameplay.
UDeveloperSettings is in its own module (DeveloperSettings) since UE5; in UE4 it was part
of Engine. Update Build.cs accordingly.
FRuntimeFloatCurve::GetRichCurveConst() is the const accessor added in UE5 to avoid the
const-correctness issues of the earlier mutable-only path.
FTableRowBase::IsDataValid signature matches UObject::IsDataValid(FDataValidationContext&)
introduced in UE5.1; do not use the older TArray<FText>& variant.
References & source material
Engine source (UE 5.7, under Engine/Source/Runtime/):
Engine/Classes/Engine/DataTable.h — FTableRowBase:36, UDataTable:79,
FindRow<T>:224, GetAllRows<T>:204, ForeachRow<T>:237,
FDataTableRowHandle:395, FDataTableCategoryHandle:468.
Engine/Classes/Engine/CompositeDataTable.h — UCompositeDataTable:13,
ParentTables:81, AppendParentTables:59.
Engine/Classes/Engine/DataAsset.h — UDataAsset:20, UPrimaryDataAsset:46,
GetPrimaryAssetId():52.
Engine/Classes/Engine/CurveTable.h — UCurveTable:40, FindCurve:129,
FindRichCurve:148, FCurveTableRowHandle:260.
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 5.7):
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: asset-management, gameplay-tags, project-structure, cpp-fundamentals.