Data
Overview
Data structures used to define skills in DataTables.
FCSkillMetadataStruct
Display and UI metadata for a skill. Inherits FTableRowBase.
| Name | Description |
|---|---|
| label | Display name of the skill (FText) |
| cooldown | Cooldown duration in seconds (float, default 0) |
| icon | Skill icon texture (UTexture2D*) |
| baseColor | Base color for UI rendering (FLinearColor, default white) |
FCSkillDataStruct
Execution data for a skill. Inherits FTableRowBase.
| Name | Description |
|---|---|
| skillClass | TSubclassOf<UObject> implementing ICSkill. The C++ class instantiated to execute the skill |
| specificSkillDataRH | FDataTableRowHandle pointing to a skill-specific DataTable row for additional parameters |
| whatToDoOnSkill | C++ lambda override (TCFunction_whatToDoOnSkill). When set, takes priority over skillClass execution |
// FCSkillMetadataStruct — UI metadata row
FCSkillMetadataStruct metadata;
metadata.label = FText::FromString("Fireball");
metadata.cooldown = 2.5f;
metadata.icon = myTexture;
metadata.baseColor = FLinearColor::Red;
// FCSkillDataStruct — execution row
FCSkillDataStruct data;
FCSkillDataStruct data(UMyFireballSkill::StaticClass()); // constructor with skillClass
// Lambda override: takes priority over skillClass
data.whatToDoOnSkill = [](const AActor* source, const UObject* otherInfo, UCBoolContainer* result) {
// custom logic
result->result = true;
};