WEBVTT

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Welcome back.

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So we've seen that we can add new gameplay tags from project settings pretty easily.

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And we also saw that these exist in our config folder in one of our Ini files and we could even make

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new Ini files to be gameplay tag sources.

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Now this isn't the only way to make gameplay tags.

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There are a few others.

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One of those others is by making a data table.

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Let's see how that works.

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I'm going to go into my blueprints folder and I'd like to make a new folder in blueprints for all things

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ability system.

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So I'm going to make an ability system folder.

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And here in ability system, I'd like a new folder for gameplay tags.

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So I'll make a gameplay tags folder and here is where I'd like to put any data tables that we'll use

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to create gameplay tags.

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So here's how it works.

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We make a new data table, we right click go to miscellaneous and select data table.

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Now, whenever you make a data table, you need to pick the row structure so the data table knows what

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fields are in a given row.

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Now the one we're interested for gameplay tags is this one gameplay tag table row select that click

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okay and we have a data table.

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I'm going to prefix it with d t for data table and this is going to be for my primary attributes.

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So we have our vital attributes health and mana, but I'd like to make some gameplay tags for other

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attributes that we haven't yet added to our attributes set.

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But for the sake of an example, I'm going to make their gameplay tags now.

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So I'm going to call this primary attributes and open it up now.

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It's empty, but we can add a new row by clicking plus Add and now we have a new row and the gameplay

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tag table row has a name and it has its own tag with a comment.

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Remember, tags can have a comment associated with them.

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And again, these comments are not functional.

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They don't do anything, but they're kind of like code comments and C plus plus code comments don't

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do anything either.

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They just serve to tell you something.

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So really, the only thing we have to do in this data table is change what this text box says for the

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tag.

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We don't have to change the name or anything like that.

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All we do is put what we want the tag to be.

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Now, this is error prone because you can make typos.

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So we have to be careful when typing in here.

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The tag I'd like to make is attributes dot primary dot strength.

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And for the strength I'm going to add just a dev comment doesn't do anything I'm going to say increases

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physical damage.

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Now we haven't created any new gameplay tags yet.

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We have to make the table first and then there's an additional step for this table to be converted into

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gameplay tags.

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For now, we're just going to make a couple more in the table before we actually make the tags.

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So I'm going to click plus Add, and for the next one I'll call this one attributes dot primary dot

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intelligence.

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Being careful not to make typos and for intelligence I'm going to add a dev comment increases magical

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damage.

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Let's add another one.

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And for this one, I'm going to call this attributes dot primary dot resilience.

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And for the comment I'm going to say increases armour and armour penetration and we'll add one more.

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This will be attributes dot primary, dot vigor and vigor.

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The comment will say increases life or we'll say health and we'll save.

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Okay, So so far all we've done is make a data table.

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We haven't made any gameplay tags, but because this data table exists and it has the proper row structure.

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Gameplay tag table row which we can always look at with the data table details row struct gameplay tag

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table row.

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It's right there under data table and you can always go to window and bring that up if it's not there.

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Okay, so we have the proper data table with the row structure we need.

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Now we go back to project settings and here under gameplay tags we have gameplay tag table list and

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it's an array so we can click plus to add an element and look at that.

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It's an array of data tables.

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We can open the dropdown and it shows us the data tables that are appropriate for this particular array.

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It has to have the gameplay tag table, row structure, and if we select it now, let's see what happens

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if we expand attributes.

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Look at that, we have primary and we can open that and we have intelligence, resilience, strength

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and vigor.

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It puts them in alphabetical order.

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Look at that.

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Okay, so that's how we can add gameplay tags with data tables.

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Pretty sweet.

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And this is one of my preferred ways to do it.

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I really like doing it this way because we now have a data table that we can go in and change and it's

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just really convenient to do it this way.

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I personally like it, but that's just one option of many that we have in Unreal Engine.

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Okay, so now we know a couple of ways to make gameplay tags, and now these exist in our project.

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They're project wide.

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So great job and I'll see you in the next video.
