Data

Project Settings

Global settings are defined in the project settings, here we are defining the buffs that exists in the project. The following tutorial will be using DT_N00dBuffsClientData so if you are following that, just define the data table here now.

DefaultBuffType is the generic default buff we use if no custom buff class is created for the buff effect

For creating an BuffsData data table, under Miscellaneous select Data Table

Choose FN00dBuffsClientData from the list

Define each buff you are using as a row and fill out the relevant info. These data exist on the client only. Note each row's name as it will be referenced in the data asset for each buff.

Gameplay Tags

n00dBuffs heavily depends on gameplay tags to define each buff. The tutorial will be using the included DTGT_N00dBuffs data table. 

To create a data table based on a gameplay tag, under Miscellaneous select Data Table

Choose GameplayTagTableRow

Define your buffs

Data Asset (PDA_N00Buff)

Each buff is defined by a data asset. These data are replicated across the network and is intended to be lightweight to reduce bandwidth. 

Hover over each of these variables for more information on their function. Client Data here is where you define the row from the above data table you created based on FN00dBuffsClientData.

This tutorial will be using the included data assets.

To create a data asset, select Data Asset from under miscellaneous

Choose N00dBuffsData