Data Tables

Data & Scripting

Data-driven design: Data Tables, Curve Tables, Curve Assets, Struct-based configuration, CSV import/export, and runtime data lookup.

Version: 5.0.0 – 5.7.3 | Invoke: /skill data-tables

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What This Skill Does

Data Tables helps you implement data-driven design in UE5 using Data Tables, Curve Tables, and Curve Assets. This skill covers externalizing game data from logic so that designers can tune values without touching Blueprints. You will learn to define struct-based row schemas, create Data Tables for item databases, dialogue systems, and loot tables, round-trip data through CSV for bulk editing in Excel or Google Sheets, and use Curve Tables for progression and difficulty scaling. This approach is fundamental to maintaining clean separation between game logic and configuration data.

Covers

  • Data Tables: struct-based tabular data with row lookup by name
  • Struct definitions for Data Table rows with common field types
  • CSV import and export for bulk editing in external spreadsheet tools
  • Curve Tables: interpolated numeric data curves for progression and tuning
  • Curve Assets (Float, Vector, Color): keyframed value curves
  • Blueprint and C++ access patterns for reading table data at runtime
  • Runtime data lookup and caching strategies for performance
  • Common game design data patterns: item databases, difficulty curves, loot tables, wave configuration

Does Not Cover

  • SaveGame serialization → Save System
  • Gameplay Ability System data → Gameplay Abilities
  • JSON parsing and web API data → Network Data (future skill)
  • Database connectivity → External infrastructure

How to Use

Invoke this skill in Claude Code:

/skill data-tables

This skill is also auto-detected when your prompt mentions data table, data-driven design, CSV import, struct, curve, lookup, or configuration intent. AgentUX will automatically activate Data Tables when it recognizes relevant context in your request.

Key Unreal Engine Concepts

Concept Description
UDataTableA tabular data asset where each row is a struct instance, keyed by a unique FName row name for fast lookup.
FTableRowBaseThe base struct class that all Data Table row structs must inherit from to be usable as table rows.
UCurveTableA table of named curves where each row maps an X value to an interpolated Y value, used for progression scaling.
UCurveFloatA single keyframed float curve asset with tangent controls, used for damage falloff, blend weights, and smooth parameters.
TSoftObjectPtrA lazy asset reference that only loads the asset when accessed, preventing massive memory spikes from Data Table loading.
CSV Round-TripThe workflow of exporting a Data Table to CSV, editing in a spreadsheet, and reimporting for bulk data management.

Related Skills

What You'll Learn

  • How to define row structs and create Data Tables for items, enemies, and dialogue
  • How to export and import CSV for bulk data editing in Excel or Google Sheets
  • How to look up Data Table rows by name in Blueprint and cache results for performance
  • How to use Curve Tables and Float Curves for difficulty scaling and progression
  • How to implement weighted random selection for loot and drop tables
  • Best practices for struct design, soft references, and data organization