Working with Source Code (UE C++)

Accessing game data during runtime is possible by utilizing the generated source code.

This section provides examples using default class names, but it is possible to customize class names during the source code generation process. Additionally, this customization allows to avoid naming collisions with existing code.

Loading Game Data

The following C++ code creates UGameData class and loads your game data into memory.

IFileManager& FileManager = IFileManager::Get();

const FString GameDataFilePath = TEXT("./RpgGameData.gdjs");  // or .json
const TUniquePtr<FArchive> GameDataStream = TUniquePtr<FArchive>(FileManager.CreateFileReader(*GameDataFilePath, EFileRead::FILEREAD_None));

UGameData* GameData = NewObject<UGameData>();

FGameDataLoadOptions Options;
Options.Format = EGameDataFormat::Json;
// Options.Patches.Add(PatchStream1);
// Options.Patches.Add(PatchStream2);
// ...

if (!GameData->TryLoad(GameDataStream.Get(), Options))
  // Handle failure

The file RpgGameData.gdjs could be published game data or original database file (.gdjs or .gdmp).

Accessing Documents

You can access your documents as a list:

auto AllHeroes = GameData->AllHeroes // -> TMap<string, UHero>
auto Heroes = GameData->Heroes // -> TMap<string, UHero>

Settings schemas are accessed by name:

auto StartingHeroes = GameData->StartingSet.Heroes; // -> TMap<string, UHero>


Formulas are currently not supported.

See also