Hello and thanks for the time. To start my game is targeting Desktop.
I’m writing to get input on the dangers of making a massive database from UObjects. For the sake of future proofing I’d be happy generously with at least 1 million entries. It is a large RPG database with things like heros, items, weapons, abilities, chest contents, outfits, enemies, npcs, flags, etc.
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I don’t want to use Datatables because inheritance allows my GameObjects to be much cooler/flexible and easier to manage.
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I don’t want to use C++ classes instead as it adds many levels of complexity to interaction with unreal blueprints and I lose all the nice UnrealEditor GUI.
Objects allow for inheritance so my data can be much more flexible, perfect interactions with blueprints, are easier for data entry / management, easy runtime viewing / debugging. What I’m worried about is scalability with a large UObject based database.
I could code this in pure C++ classes but it would involve complexity as I would have to make special utility blueprints and other functions to bridge the communication and require something to deliver the data like a json loading system for all datatypes which gets weird when dealing with SoftObjectPointers etc.
I have tested by creating 8 million UObjects and it happened instantly with no performance hit that I could tell however as the game ramps up I’m not sure if complications will emerge.
Basically I would be massively happy to just make my entire database a million UObjects, perhaps this would be trivial and something I shouldn’t even worry about, maybe it would at some point bring the project to it’s knees. The systems a bit to murky for me to fully understand the consequences. Could anyone please with a better understanding lend me some insight?