Hey guys!
So my question is a bit complex that’s why I haven’t asked over the AnswerHub.
My idea is to create a rhythm game template for the marketplace.
I’ve already seen that the UE4 visualizer plugin cannot be cooked into a game(so far), so I was thinking of other methods.
I came up with the idea of using the “Feedback” program to create my own song notes(it’s basically a program that let’s you make songs into Guitar Hero 3).
This program then exports the song note info into a .chart file, which when opened, is pretty easy to read.
In the first column, it displays the milliseconds at which one note is played, and in the second column says which note is played(red,green,orange etc).
So far so good. At this point, I was thinking of how can I possibly import this information inside UE4 without editing any C++ code(which I don’t know).
So I thought I add the milliseconds and notes column into a data table inside UE4.
The research I’ve done was on 2 things.
1. Data tables inside UE4
2. Getting milliseconds inside the game
1. I’ve read the official documentation on Data tables, but it’s not really user friendly. The only thing I’ve seen inside blueprint are these nodes:
-Get table row names(which I suppose, I need, but it outputs an array)
-Evaluate curve table row(which outputs a coordinate which I don’t need)
2. The other thing I read(I’m not sure if I’m correct about it) is that there is no way to read the milliseconds past from the start of an event.
So to recap to what I would like to achieve:
-Start reading milliseconds from start of the game
-Read the first column’s row for the millisecond from data table
-When the two matches, check the second column for a value(red, green or orange note)
-Spawn the matching note
It’s not that hard to pull off, but I’m really unfamiliar with data tables and how they work, and how they are used in blueprints, so a bit help I would need with this.
Thank you very much and have a wonderful day!