What problem does it solve? Hardcoding gameplay values like item stats, enemy configs, and balance numbers in C++ makes iteration slow and requires recompilation for every tuning change. This Skill guides you to move those values into externally-editable Unreal Engine assets and config objects that designers can modify without touching code. ## Core Features & Use Cases - Container Selection Guidance: Choose the right data container for each scenario — UDataTable for tabular records, UCompositeDataTable for DLC layering, UDataAsset/UPrimaryDataAsset for rich config objects, UCurveFloat/UCurveTable for value-over-input relationships, and UDeveloperSettings for Project Settings panel entries. - C++ Implementation Patterns: Provides complete code examples for FTableRowBase row structs, FDataTableRowHandle pickers, config UPROPERTY binding to .ini files, and FRuntimeFloatCurve inline curves. - Data Validation: Implements IsDataValid overrides and CI integration via the Data Validation plugin to catch content errors before runtime. - Use Case: When building a loot system with hundreds of items, use this Skill to define an FItemRow struct, import stats from CSV into a UDataTable, and expose FDataTableRowHandle properties so designers pick rows from validated dropdown lists instead of typing error-prone string names. ## Quick Start Ask the AI to define a UDataTable row struct for weapon stats and show how to look up rows at runtime using FDataTableRowHandle.