Data Table Blueprint Optimization

I am using a data table to drive material color for a few static mesh items inside of a blueprint. Each static mesh has a corresponding item name and I can get it to work… but it just feels wrong. Does anyone know a better way to achieve the same outcome?

This is the sequence I am using… it feels wrong but I am still learning Unreal.

Thank you for any tips or recommendations!

It could be something close to:

Assuming you have as many DT rows as there are static mesh components sitting in the array.

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Thanks for the reply. Do I need to adjust my Data Table to utilize this loop functionality or did I miss something/mess something up in the blueprint? Or do I need to rename the static mesh somehow to match?

image

Looks like a step in the right direction, a couple bits are missing:

  • the data table asset
  • and the bool you had here:

image


Note you have more DT entries than array indexes. It will generate exceeds bounds errors unless handled.

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I made the adjustments and it works! I really cannot express how much I appreciate your help. Thank you.

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