
Opis
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Dynamic Data Asset
Dynamic Data Asset is a Data Asset class for Unreal Engine whose variables show and hide themselves based on the values of other variables on the same asset. Give a weapon a Type of Melee or Ranged, and the fields that only mean something for one of them stop cluttering the other. The same setup works for quest objectives, status effects, dialogue entries, or anything else where one field decides what the rest mean.
Rules are authored once on the Blueprint variable and evaluated per instance, so two assets of the same class can show different fields. When you cook, properties whose conditions fail are cleared in the cooked copy only. Clearing an object reference also keeps that asset, its materials, and its textures out of the packaged build. Your editor values are never touched, and the cook behavior can be turned off in Project Settings.
Key features
Conditions authored on the variable, right in the Blueprint editor
Rules compare against a typed literal or another variable on the same asset
Groups with per-rule and per-group AND/OR for compound logic
Literals edited with the engine's own widgets: enums get a dropdown, vectors get spinboxes, references get an asset picker
Failing properties are cleared at cook, so shipped assets carry no dead data
Cleared object references keep their assets out of the packaged build
Copy and paste a variable's whole condition set onto another variable
Broken rules are listed in a panel warning, never silently applied
Four Blueprint functions for editor tooling and pre-cook validation
Supports UE 5.0 through 5.8

