PsData
                                
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                        Flexible data model plugin for Unreal Engine 4
PsData
Flexible data model plugin for Unreal Engine 4
Examples
Define PsData classes:
// Assume that you project called 'Foo'
#include "PsDataAPI.h"
// Enum
UENUM(BlueprintType)
enum class EFooDamageType : uint8
{
    None = 0,
    Pure = 1,
    Physical = 2,
    Psi = 3,
    Pierce = 4
};
DESCRIBE_ENUM(EFooDamageType);
// Character data class
UCLASS()
class UFooCharacterData : public UPsData
{
    GENERATED_BODY()
    /** Weapon damage type */
    DPROP(EFooDamageType, DamageType);
    /** Current health value */
    /** DMETA(Event) means that this property can fire events when it will changed */
    DMETA(Event)
    DPROP(int32, Health);
    /** Equipmented weapon */
    /** This is property with other PsData class type */
    DPROP(UFooWeaponData*, EquipmentedWeapon);
    /** Current location on the battlefield */
    /** DMETA(Strict) means that this property was be constructed by default and cannot be null or be reset */
    DMETA(Strict)
    DPROP(UFooPointData*, Location);
    /** Abilities */
    /** This is array property */
    DARRAY(UFooBattleAbilityData*, BattleAbilities);
    /** Link to the character prototype */
    DPROP(FString, CharacterProtoId);
    DLINK(UFooCharacterProtoData, CharacterProtoId, Prototypes.Characters);
    /** Link to the current battle target */
    /** DMETA(Nullable) means that this link can be null */
    DPROP(FString, TargetId);
    DMETA(Nullable)
    DLINK(UFooCharacterData, TargetId, Game.Battle.Characters);
protected:
    /** Some kind of constructor */
    void InitProperties() override
    {
        SetDamageType(EFooDamageType::Physical);
    }
};
UCLASS()
class UFooPointData : public UPsData
{
    GENERATED_BODY()
    DMETA(Event, Bubbles)
    DPROP(int32, X);
    DMETA(Event, Bubbles)
    DPROP(int32, Y);
public:
    FIntPoint GetIntPoint() const
    {
        return FIntPoint{GetX(), GetY()};
    }
};
Root of the model:
// Root of the data model
UCLASS(Blueprintable, BlueprintType)
class UFooRootData : public UPsData
{
    /** Game state */
    DMETA(Strict)
    DPROP(UFooGameData*, Game);
    /** Static world data */
    DMETA(Strict)
    DPROP_CONST(UFooPrototypesData*, Prototypes, FFooPrototypesDataAccessor);
};
////////////////////////////////////////////////////////
// Accessors for mutation of root data const members
class FFooPrototypesDataAccessor
{
private:
    // Only classes that need modifying static world data
    friend UFooDataController;
    static UFooPrototypesData* GetMutablePrototypes(UFooRootData* RootData)
    {
        return RootData->GetMutablePrototypes();
    }
};
Work with the model:
void UFooDataController::Init()
{
    // Create root node
    RootData = NewObject<UFooRootData>();
    // Get pointer to the mutable data
    auto PrototypesData = FFooPrototypesDataAccessor::GetMutablePrototypes(RootData);
    // Deserialize from UDataTable asset PrototypesDataTableAsset
    auto Deserializer = FPsDataTableDeserializer(PrototypesDataTableAsset, PrototypesData->GetCharacters());
    PrototypesData->DataDeserialize(&Deserializer);
    auto Characters = PrototypesData->GetCharacters();
    for (auto const Proto : Characters) {
        auto GameCharacter = NewObject<UFooCharacterData>();
        GameCharacter->SetCharacterProtoId(Proto->GetDataKey());
        // Setup character...
        // Add into the game state
        RootData->GetGame()->GetCharacters().Add(GameCharacter);
    }
    //...
}