Overview
How to Add Your Fighter Character
FighterDataAsset
In the plugin version, all fighter data are stored in a single DataAsset.
I recommend taking inspiration from the default character example provided in the plugin.
Basically, you should create a folder that will contain all your fighter assets, like this:
Then, your FighterDataAsset should contain data like this:
- Left side: The list of the fighter’s actions
- Fighter Info: Personal information like ID, class (for attributes), name, skin, profile picture, etc.
- FighterClass: The fighter’s Blueprint character
- Avatar DataAsset: Contains the color swaps
- Stored Actions: The DataTable that links the fighter’s actions by ID (do not fill manually — use the Auto Resolve button and then Auto Fill Action DataTable)
- Command Action Preset: The entry points for basic commands (dash, jump, LP, MP, etc.)
- Stored Commands: The existing command slots (e.g.
214
↓ ↙ ← )
Add the Fighter to the System
Once your fighter is configured, you can add it to the global game data.
Depending on your Global Info settings, you will do this in the Fighters DataTable.
In the plugin, the default example uses DT_AFT_Fighter_Default.
In this example, this is the default DataTable provided by the plugin when you haven't changed anything.
If you use another DataTable for referencing all fighters (recommended when creating your own game), you must add your fighter to that table.
Also, your fighter must have the same unique ID in both the DataTable and the DataAsset.