DataForge User Manual¶
This manual explains the main DataForge workflows in Unreal Engine. DataForge is an editor-only tool, so everything happens inside the Unreal Editor.
Open it from:
Tools → ECal Studios → DataForge
The workbench is split into a source list, an active editor view, and an inspector/metadata area.
Before you start¶
DataForge is powerful because it can edit supported gameplay data directly. Before large editing sessions, it is a good idea to:
- Make sure your project is under source control.
- Save your assets.
- Use DataForge backups before big data cleanup passes.
- Review changes before committing them.
Good workflow
Treat DataForge like a data workbench, not an auto-fixer. It helps you see, organize, edit, and report on your data, but you still decide what should change.
Opening sources¶
A source is an asset or collection that DataForge can show in the workspace.
Supported sources in version 1.0.0 are:
- Data Tables
- Curve Tables
- String Tables
- Data Asset Collections
You can add sources from inside DataForge with Add Source, or from the Content Browser with ECal Studios context menu actions where available.
Data Table workflow¶
Data Tables have the most complete editing workflow in DataForge.
What you can do¶
- Open Data Tables from the picker, Content Browser, or recent list.
- Organize rows into editor-only virtual folders.
- Use colors, notes, pins, and manual ordering.
- Add, duplicate, rename, delete, and copy row names.
- Edit row properties from the inspector.
- Select multiple rows and batch edit shared fields.
- Use smart rules, badges, filters, and a health score.
- Create backups, export current views, and generate reports.
Recommended workflow¶
- Add or open a Data Table.
- Use the hierarchy panel to create folders if the table is large.
- Select rows and review their values in the inspector.
- Use search or filters to narrow the list.
- Fix values, rename rows, or reorganize entries as needed.
- Save the real asset normally with Save All or Ctrl+S.
- Save DataForge metadata when you want folders, notes, colors, pins, or rules to persist.
- Export a report when you want a review snapshot.
Notes about metadata¶
Folders, row colors, notes, pins, ordering, and rules are DataForge metadata. They make the workbench easier to use, but they do not change your runtime row structure.
Curve Table workflow¶
Curve Tables are useful for balance values, progression curves, scaling rules, drop-rate curves, and similar gameplay data.
What you can do¶
- Open Curve Tables from Add Source, the Content Browser, or recent sources.
- Browse curve rows.
- Select a curve and edit its keys.
- Add, edit, or remove Time/Value keys.
- Add, duplicate, rename, or delete curve rows.
- Use Undo/Redo for supported edits.
- Add colors, notes, and pins.
- Review curve warnings and a 0-100 health score.
- Create backups, exports, and reports.
Important limitation¶
In version 1.0.0, curve tangents and interpolation are read-only. You can edit key Time and Value data, but you should still use Unreal's normal curve tools when you need detailed tangent/interpolation editing.
String Table workflow¶
String Tables use a safer Apply-based editing flow.
What you can do¶
- Open String Tables from DataForge or the Content Browser.
- Add, rename, duplicate, and delete string keys.
- Edit source strings and commit them with Apply.
- Copy keys or values to the clipboard.
- Review warnings for empty values, whitespace, TODO/TBD/FIXME text, value-equals-key entries, very long values, and duplicate-like keys.
- Add colors, notes, and pins.
- Export backups and reports.
Editing strings¶
- Select a string entry.
- Edit the source string in the inspector.
- Click Apply to commit the change.
- Save the String Table asset normally.
This avoids accidental live edits while you are clicking through many strings.
Rename warning¶
Renaming a string key does not automatically rewrite Blueprints, UI, FText references, or external systems that may still use the old key. DataForge warns you because key renames can have project-wide impact.
Data Asset Collection workflow¶
Data Asset Collections are for browsing and organizing Data Assets together. In version 1.0.0, they are read-only for asset properties.
Creating a collection¶
You can create a collection from:
- A Content Browser selection.
- A folder.
- A folder with optional recursive scanning.
What you can do¶
- Browse Data Assets in a manual or folder-based collection.
- Search by name, class, path, simple property values, or notes.
- Preview simple property values.
- Open an asset.
- Reveal an asset in the Content Browser.
- Copy package paths or soft object paths.
- Add colors, notes, and pins.
- Review health warnings.
- Remove an item from a manual collection without deleting the real asset.
- Export snapshots and reports.
What read-only means¶
DataForge can preview simple values, but it does not edit Data Asset properties in version 1.0.0. Removing an item from a manual collection only removes it from the DataForge collection; it does not delete the .uasset file.
Workspace search¶
The search box can be used for the active source or the full workspace.
Use Active Source when you are working inside one table or collection.
Use Workspace when you want to search every open source at once. This is useful for finding an item ID, row name, string key, display name, or data value when you do not remember where it lives.
Clicking a workspace result activates the matching source and selects the matching entry.
Workspace health¶
The Workspace Health card summarizes:
- Total source count.
- Entry count.
- Warning/error count.
- Aggregate 0-100 health score.
- Per-source type breakdown.
The score is a practical review helper. It is not a guarantee that your data is perfect, balanced, localized, packaged correctly, or marketplace-ready.
Backups, exports, and reports¶
DataForge writes output under Saved/DataForge/.
| Output | Location | Use it for |
|---|---|---|
| Backups | Saved/DataForge/Backups/ |
Timestamped snapshots before risky edits or review passes. |
| Exports | Saved/DataForge/Exports/ |
CSV, JSON, or Markdown versions of the current view. |
| Reports | Saved/DataForge/Reports/ |
Human-readable Markdown reports for review or handoff. |
Backups and reports are local files. They do not modify assets.
Metadata files¶
DataForge metadata is stored under Config/DataForge/.
Examples include:
- Per-source metadata files.
- Data Asset Collection metadata.
- Workspace roster and favorites.
Commit these files if you want the DataForge organization to travel with the project. Leave them local if you only want your personal workspace setup.
Troubleshooting¶
A source shows as missing¶
The underlying asset may have been moved, renamed, or deleted outside DataForge. Re-add the source or remove the missing source from the workspace. Removing a source from DataForge does not delete the real asset.
My changes are not visible after reopening¶
Make sure you saved both parts that matter:
- Save Unreal assets normally for real data changes.
- Save DataForge metadata for folders, colors, notes, pins, order, rules, and workspace organization.
Counts look stale on a source card¶
Counts usually refresh after edits and when reopening. The active source header is the best place to confirm the current live count.
I created demo content and want to remove it¶
The demo workspace creates content under /Game/DataForgeDemo. You can remove that demo content like any other Unreal project content when you no longer need it.
Can DataForge replace LocCheck, RefCheck, or AssetCheck?¶
No. DataForge focuses on gameplay data editing and organization.
- Use LocCheck for localization readiness and translation QA.
- Use RefCheck for references, dependency chains, plugin dependencies, and migration/package reference risks.
- Use AssetCheck for broader asset-health checks like textures, meshes, folders, and project hygiene.
Known limitations in 1.0.0¶
- Data Asset property editing is read-only.
- Data Asset class-based collection creation does not have a dedicated class-picker UI yet.
- Curve tangent and interpolation editing are read-only.
- There is no compare/diff workflow.
- There is no relationship or reference checking.
- String quick-filter toggles are not surfaced in the UI; text search is available.
- Renaming a row or key does not update external references automatically.
Support¶
For support, email [email protected] and include:
- Plugin name: DataForge
- Plugin version: 1.0.0
- Unreal Engine version
- Operating system
- Source type: Data Table, Curve Table, String Table, or Data Asset Collection
- What you were trying to do
- Screenshots or Output Log lines if useful