UGantryGameFeatureAction_DataPatches
Patch Data: a game feature action that changes data while its game feature is active, and puts it back when it deactivates.
Property values of assets or class defaults, and DataTable rows, without code: a balance update tunes the game's numbers, a DLC pack adds an item row, or a mod changes an actor class's defaults, each by listing patches.
Patches apply in the order listed, when the feature activates (their targets load first). When two features patch one value, the one activated last is in force, and Gantry's mod report names the clash. Deactivating takes a feature's patches off in any order: each value goes back to the patch under it, or to what it was before any.
In the editor the patched assets are the editor's own: saving one while a patch is in force saves the patched value.
- Inherits
UGantryGameFeatureAction
Properties
| Property | Type | Default | Description |
|---|---|---|---|
Patches read-only | TArray<FGantryDataPatch> | The patches, applied in order. |
C++
Public C++ members that Blueprint does not see.
GetActionDisplayName_Implementation
virtual FString
"Patch Data".
PreSave
virtual void
Points patches of a Blueprint at its generated class, which a cooked game has.
IsDataValid
virtual EDataValidationResult
Checks every patch names a target and what to change.
GetPatchKeys
TArray< FString >
What the patches change, one key each (":", "#"): what the game feature data records for the mod report to find two mods patching one value.
Returns: The keys.