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Chooser tables

Project & assets
6 operationschooser

Set up Chooser Tables: columns, rows, conditions and the result each row picks.

What it’s for

A Chooser Table is Unreal’s data-driven lookup asset. It checks its rows from top to bottom and returns the first row whose conditions all match. Ask your assistant to build one from start to finish: create the table, add the columns that hold the conditions, add rows, fill in each cell, set what each row returns and compile it so it is ready to use.

Use it when you want a choice to live in a table you can read and diff, so you do not write the branching logic by hand. Columns can check a true/false value, a number range, an enum or an object, or pick at random. Each row fills in one cell per column plus a result.

This area builds the table. It does not run the chooser or tell you which row it would pick during play. To check what you built, ask your assistant to read the asset back.

Things you can ask

Create a chooser table

You get a new, empty Chooser Table that returns an object, ready for columns and rows.

examplechooser
You: Make a new chooser table at /Game/AI/CH_Reaction that returns an object.

Created and saved CH_Reaction. It returns an object.

Add columns, a row and its cells

The table gets an enum condition and a number range condition, plus one row that uses both.

examplechooser
You: Add a State enum column and a Distance float column, then a row for Alert within 500.

Added a State column and a Distance column. The first row matches when State is Alert and Distance is between 0 and 500.

Set a row result and compile

The row points at the asset it should return, and the table compiles.

examplechooser
You: Have that row return BP_AlertBehavior and compile the chooser.

The first row now returns BP_AlertBehavior. CH_Reaction compiles with no errors or warnings and is saved.