Chooser Tables
Blueprint AI authors the Chooser system — data-driven tables that pick an asset at runtime from a set of conditions — and the Proxy Table indirection that lets a chooser return a proxy resolved per-context.
Chooser tables
Section titled “Chooser tables”Create a Chooser Table called CT_AttackAnim in /Game/Choosers Set its output type to AnimMontage with the FirstThatPasses result mode Add a result row that returns AM_Attack_Heavy Set the fallback result to AM_Attack_Light Describe the chooser table CT_AttackAnim
Proxy assets & tables
Section titled “Proxy assets & tables”A proxy asset is an indirection key; a proxy table maps each proxy to a concrete asset, so a chooser can stay decoupled from the assets it ultimately returns.
Create a Proxy Asset called PX_FootstepSound in /Game/Choosers and set its result type to SoundBase Create a Proxy Table called PXT_Footsteps Add an entry mapping PX_FootstepSound to S_Footstep_Stone Describe the proxy table PXT_Footsteps