Tables
Game data in typed columns, ready to export to your engine.
Tables hold game data in rows and typed columns, like every weapon and its stats, to tweak side by side and export to Unreal, Unity, Godot or any engine.
Make a table
Section titled “Make a table”- + New›Table.
- Click + Column in the toolbar, name it and pick its type. Or click Import CSV to start from a spreadsheet.
- Add rows and type in the cells. Enter and Tab move to the next cell.
Copy and paste work with Excel and Google Sheets.
Column types
Section titled “Column types”| Type | For |
|---|---|
| Text | Names, descriptions, ids |
| Integer | Whole numbers: health, ammo, levels |
| Decimal | Speed, multipliers |
| Checkbox | True or false |
| Select | One of a set of choices: rarity, element |
| Link | An object, doc or other file in the project |
| Color | A hex color, with alpha |
| Vector 2 / Vector 3 | x, y and x, y, z |
| JSON | Anything else: lists, nested data |
The row key
Section titled “The row key”One column names each row in exports, like an Unreal DataTable’s row names. Right-click a column → Use as row key to pick it.
Export
Section titled “Export”Open the export menu and pick:
- CSV
- JSON
- Unreal DataTable (CSV or JSON)
Edit objects as a table
Section titled “Edit objects as a table”A table can show objects instead of its own rows: every object that inherits from one, with a column per field.
- Open the Table inspector.
- Find the parent object, like Weapon, and pick which objects to show: Direct children or All below it.
- Map each column to an object field.
Edits go straight to the objects. Inherited values show faded: type over one to override it.