数据与研究

ue-data-assets-tables

quodsoler/unrea…e-skills

Use when modelling designer-authored game data in C++ and loading it: data assets, data tables, curve tables, soft references and asset streaming. Also use when the user mentions 'UDataAsset', 'UPrimaryDataAsset', 'UDataTable', 'FTableRowBase', 'FindRow', 'FDataTableRowHandle', 'TSoftObjectPtr', 'TSoftClassPtr', 'FSoftObjectPath', 'UAssetManager', 'LoadPrimaryAsset', 'FStreamableManager', 'RequestAsyncLoad', 'asset bundles', 'PrimaryAssetTypesToScan', 'IAssetRegistry', 'CSV import', or 'hard vs soft reference'. For save games, see ue-serialization-savegames; for UPROPERTY basics, see ue-cpp-foundations; for level streaming, see ue-world-level-streaming.

  • 1227 次安装
  • 419 星标
  • 收录于

安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-data-assets-tables

SKILL.md

UE Data Assets and Tables

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

This skill covers designer-authored game data and the loading paths that bring it into memory: UDataAsset/UPrimaryDataAsset, UDataTable/UCurveTable, soft references, FStreamableManager, UAssetManager primary assets and cook rules, IAssetRegistry queries, the DataRegistry plugin and UDeveloperSettings. Build.cs modules: Engine and CoreUObject for data assets, tables and soft pointers; AssetRegistry for registry queries; DeveloperSettings for settings classes; DataRegistry for data registries. Deep dives live in asset loading patterns and data-driven design patterns.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, custom UAssetManager subclass, registered primary asset types). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.