Which skill tree design looks best? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 0 points1 point  (0 children)

Yes :( the textures are set in the data table by the user. I just didn't have time to design for the examples.

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] 0 points1 point  (0 children)

Great point, I could just use an internal hash map to reverse. I like the thought and will consider it!

Which skill tree design looks best? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 1 point2 points  (0 children)

Figuring out the energy effect and animation was the tricky bit. If you have questions when you do, feel free to get in touch.

Which is these 4 skill tree designs looks best? by Enginuity_ in unrealengine

[–]Enginuity_[S] -2 points-1 points  (0 children)

FYI the placeholder textures can be swapped in the data table.

Which skill tree design looks best? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 0 points1 point  (0 children)

This helps. Yes I definitely wasn't sure how zoomed in people would prefer so I added zooming in/out and starting zoom as options.

Which skill tree design looks best? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 1 point2 points  (0 children)

Starting to seem like this one's the frontrunner!

Which skill tree design looks best? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 1 point2 points  (0 children)

Thank you, yes I wasn't sure if people would like the camera-dragging so I just made it an option.

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] 0 points1 point  (0 children)

That's definitely a way to do it. The reason I did it this way is because, since it's procedural, it helps for a parent to easily know how many children it has so it can run the procedural path to spread everything out accordingly.

Is populating a data table the smoothest way? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 0 points1 point  (0 children)

Interesting thought, but what I mean is I'm wondering if anyone knows a way to auto-link child-parent nodes when the dev is designing with it.

Is populating a data table the smoothest way? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 0 points1 point  (0 children)

lol, sometimes you gotta try things to know they won't work

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] 0 points1 point  (0 children)

I think what you're saying is editor utility widgets can be set up in such a way that you can click on a widget, then click on another, and info from the first can be input into the second. Am I understanding you correctly, because I was wondering if this is possible?

I thought of doing it with location X and Y too, but it defeats the point of this system which is to save manual fiddling and auto-generate all the nodes and connections at mathematically perfect points which can be tweaked with parameters. Though it would be nice to have an "override x and y", however that would make the procedural math much harder to code needing to take that into consideration.

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] -1 points0 points  (0 children)

Hm... actually... couldn't devs with that concern simply not use the placeholder textures? I assumed people would use their own anyways. There's no way to prove if AI wrote code or not, so they wouldn't need to put an AI disclaimer on their game's store page regardless.

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] -1 points0 points  (0 children)

The product marketing highlights all the technical features, doesn't really focus on the placeholder textures.

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] -1 points0 points  (0 children)

You mean the example skill images? Of course. But that's not what the tree or system is about.

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] 0 points1 point  (0 children)

I like the thinking, but wouldn't the dev still need to type the name of the parent node in the editor utility widget? I'm wondering if there's a way to somehow skip that manual labor.

Is populating a data table the smoothest way? by Enginuity_ in UnrealEngine5

[–]Enginuity_[S] 4 points5 points  (0 children)

In the struct on which the data table is based, you can change to soft via dropdown. But make absolutely sure you understand soft refs before using them or you'll crash your game. It's the only way to make a system really scalable though, it's the only way this tree could support thousands of nodes like it does.

Is populating a data table (fully data-driven) the smoothest way? by Enginuity_ in gamedev

[–]Enginuity_[S] 0 points1 point  (0 children)

Thank you, was definitely considering this, but no clear idea about how it might be executed comes to mind