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
Formulas are currently not supported.