In an attempt to avoid CAS I am developing an ability system based on data tables. Ive created some super simple structures and tables, but I noticed there is no way for me to pull data from one table into another. In the CharacterList structure for the Skills column, there is no way for me to reference the SkillList table. The idea is that one character will have 3-4 various skills, and there will be multiple characters, each with various combination of skills.
This is the SkillList table:

This is the CharacterList table:

I was thinking I would be able to go into each character, pick from a drop down of SkillNames and it would autofill the Damage field, but no such luck. Ive experimented with enum, trying maps and sets.
The problem here is that im referencing the Skill List Structure, not the Skill List Table, and the Table is not in the list of variables I can reference.
What am I missing?
Working on the same. So, I guess the easiest way is to make the right data structure.
You can pick any row by changing the row name variable and these row names can be in the character DT.
In my case, I’m spawning the gun actor and send to its projectile row name, which will be later used to spawn projectile from this gun actor. I don’t see any trouble to use the same approach for the ability system
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I couldnt figure out a way to pull SkillList table into CharacterList table… so this is what I did instead. I hope someone knows a better way.

Character table

Skill table

I’d do the same for typical abilities, but for the case if each ability will have a different set of properties, you might probably need to have a list for each ability type and references from the character DT
Then I can do this to set the abilities for each character spawned.
Every skill will have different properties, some will have DoT effects, each will have different durations, target requirements, etc.
is there a many:1 switch?
I didn’t understand why you are using the switch, you probably need to have some kind of ability slot and put there data about an ability
These would eventually go into the Combat UI widget. This is just a testing scenario for testing. what ive found is the switch fails, it goes out the Default pin for some reason. not sure what sup yet with that.
I gave Character_01 all three skills, and they go through the switch, but still go out the Default pin.
I bet you that the switch doesn’t get a valid input, check it first
I added all three skills to the character, and i see all three go through the switch and go out the default pin. not sure why thats the case. for each unique ‘name’ it should go out each Case pin. right?
I mean, the output data type is Name, and its a Switch on Name… should be fine.
Not sure, I prefer to use select node, it works well in such cases or I haven’t any troubles with that at least 
Select what? i dont see a Select Name, I see Select Int and so on, but not Name.
Oh, I got it. You need to fill this
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Yep, just figured it out too, gotta replace Case0 with Skill_01 and so on.
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So this works. I wish i could link the table int the table… would make having to potentially type 400 different skill names by hand more than once … .sigh… I need to get some GoogleSheets put up i guess then import them, instead of doing it in the game.
I’d say that if you want to have a lot of ability stuff you have to use GAS, otherwise it will be hellish as ■■■■ 
I keep kicking around the idea. But everything ive read says is a major pain to use.
I’m working with GAS in my commercial project and it is really powerful, the only reason to avoid using GAS - is you don’t need to have a rich ability system because GAS needs C++ implementation, and also it is might be overcomplicated for simpler games.
In my pet project, I know that I don’t need a lot of abilities with a lot of effects, so that’s why I’m not going to use GAS, it will add a lot of effort for nothing.
Do you think migrating to GAS later on in development if I decide to use it would be problematic? My proof-of-concept will have 9-12 characters, each with 3-4 abilities. Release im hoping to have 50+ characters … and every skill is unique to a character, no skill is shared at all.