Data
Project Settings
Global settings are defined in the project settings, here we are defining the traits that exists in the project. The following tutorial will be using DT_N00dTraitsClientData so if you are following that, just define the data table here now.
If the gameplay tags are empty, add the gameplay tag data table (see next step) and restart the editor
For creating a TraitsClientData data table, under Miscellaneous select Data Table
Choose FN00dTraitsClientData from the list
Define a row for each Trait that exists in your project. These data exist on the client only. Note each row's name as it will be referenced in the data asset for each trait.
Gameplay Tags
n00dTraits heavily depends on gameplay tags to define each trait. The tutorial will be using the included DTGT_N00dTraits data table.
To create a data table based on a gameplay tag, under Miscellaneous select Data Table
Choose GameplayTagTableRow
Define your traits.
Data Asset
This video depends on the other steps to be complete if you are following along the tutorial
Each trait is defined by a data asset. These data are replicated across the network and is intended to be lightweight to reduce bandwidth.
Attributes are fundamental qualities or natural traits of a character, often seen as the building blocks of a character's abilities. Statistics are quantifiable data points that directly affect gameplay and character performance.
Attributes typically influence statistics, providing a foundational value from which stats are calculated or modified.
PDA_N00dAttribute
This tutorial will be using the included data assets.
PDA_N00dStatistic
This tutorial will be using the included data assets.
To create a data asset, select Data Asset from under miscellaneous
Choose PDA_N00dAttribute or PDA_N00dStatistic