I read this but couldn’t quite figure out how to access an UDataTable using the last method. Only thing that might be different with my case is that I want to access it from an editor module, so no runtime at all. (I already managed to access it using ConstructorHelpers, but I want to be able to access it outside of an object’s constructor, and more of in a static-like manner)
I simply got this working by using another classes’s constructor, and then getting the UTable from that class.
…some solution here
I save data tables as property in game mode or state and change their values in the editor, so if assets are moved or required change, no need of c++ recompile.