What problem does it solve? Unreal Engine projects often misuse Data Assets, Data Tables, and Data Registries, causing broken packaged builds, unstable identifiers, accidental hard-reference memory spikes, and mutable state stored in shared definition assets. This Skill provides a decision framework and operational rules for choosing the right data representation and shipping it correctly. ## Core Features & Use Cases - Representation selection: Decision tables for choosing between UDataAsset, UPrimaryDataAsset, Data-Only Blueprints, Data Tables, Curve Tables, Composite Data Tables, and Data Registries. - Loading and cook correctness: Guidance on hard versus soft references, asynchronous loading, Asset Manager scan rules, asset bundles, Primary Asset Labels, chunking, and packaged-build verification. - Validation and debugging: IsDataValid and UEditorValidatorBase patterns, Data Validation commandlet usage, and a symptom-to-cause failure routing table. - Use Case: When building an item catalog, use this Skill to define UPrimaryDataAsset definitions with UI and Gameplay bundles, keep runtime inventory state separate, and prove cook inclusion in a packaged build. ## Quick Start Use the unreal-data-assets-tables skill to design a validated data and asset-loading workflow for this Unreal project.