Hello everyone, I’m working on Unreal 5.4.
I’m currently trying to make a table to cross check interactions, it would be even better to make it in CSV and then load it into the engine, but I don’t know how to do it cleanly.
What I’m trying to do is something like this:
A | KNIFE | GRINDER | ROLLINGPIN | TOMATO | MEAT | DOUGH |
---|---|---|---|---|---|---|
KNIFE | UNSET | BREAK | UNSET | UNSET | UNSET | UNSET |
GRINDER | BREAK | UNSET | BREAK | UNSET | UNSET | UNSET |
ROLLING PIN | UNSET | BREAK | UNSET | UNSET | UNSET | UNSET |
TOMATO | SLICE | GRIND | WASTE | UNSET | UNSET | UNSET |
MEAT | SLICE | GRIND | UNSET | UNSET | UNSET | UNSET |
DOUGH | SLICE | WASTE | FLATTEN | UNSET | UNSET | UNSET |
Horizontally are the “activators”, vertically the “activated”, so I know for example that if a tomato is activated by a knife, it will be sliced, but if you activate the knife with a tomato nothing will happen.
I have a large set of items that all have cross interactions, and I’m also using one enum for items, and one enum for interactions, to have zero risks of typos, and to have a finite switch case for the logic.
To me having a table like this seems like the simplest way to have complex interactions without wasting computation power on exceedingly complex logic, but the only way I know to do such a thing would be to create a datatable of names with names as keys, that should make it possible to import as a CSV, but wouldn’t work for the enumerator thing, and doesn’t seem a clean implementation of a simple table.
Any clues how to do this simple thing?