I see that the Data Asset is better where it comes to stability and everything. But the user experience is more then unconfortable for me, especially when handeling bigger amount of data.
Imagine that you are doing a wizzard fighting arena game and you want each elemental spell to have a different reaction based on what material you hit.
let’s take Fireball, when it hits, I want it to spawn explosion Particle, Sound and scorched Decal. We have our default reaction.
But if you hit wood, I want to use the decal with emmisive, if I hit water, I might not need a decal at all, but I want a steam particle instead, you shoot ice, now I want water puddle decal and steam particle. Maybe I want bigger VFX when I hit oil, so we have scale for VFX and maybe some decals need to dissaper faster, so I have a timer setting there. We have 15 elemental spells and 30 unique surfaces.
Now when we have this table done for every element, we want spells be more powerfull with if casted with a staf. I guess we can go with just scaling the VFX and Decal but we want more powerful SFX for these. So, we will duplicate existing Data Assets and need to override just the SFX. The new SFX has the same name as the old one, but with “_epic” suffix.
With Data Tables, I’ll export it to Excel, add suffix, and import it back. with Data Assets I have a task for two days min.
I know there is a way to edit multiple Data Assets at once but then everything is “Multiple Values” and you don’t know what you are editing half the time
is there any good way to edit the Data Asset data outside the UE? or are the Data Tables that bad?
Thanks to anyone who read this and even more thanks if you can help!