FGantryDataPatch
StructGantryExperienceBlueprint-visible
One change a Patch Data action makes while its game feature is active.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
Kind read-only | EGantryDataPatchKind | Property | What it changes. |
Target read-only | FSoftObjectPath | None | What to change: an asset (a data asset, a DataTable), a Blueprint (its class defaults), or a native class by path ("/Script/MyGame.MyActor", its defaults). Actors that already exist keep the defaults they were made with. |
Property read-only | FString | The property, with dots through structs ("Rules.Acceleration"). For Property patches. | |
Row read-only | FName | None | The row's name. For Table Row patches. |
Value read-only | FString | The new value, in text form (what Copy gives in the details panel): "0.8", "(R=1,G=0,B=0,A=1)". For a Table Row, the whole row's text, unless Source Table gives it. | |
SourceTable read-only | TSoftObjectPtr<UDataTable> | None | For a Table Row patch: take the row (same name, same row struct) from this table instead of Value. |