In database goes only the item ID; how you generate ID is up to you…
In Unreal I personally create an ID that is “PlayerID_ComponentName.ItemID” storing an ID value (int).
If the player is connected through network, in my case the “PlayerID_” part of ID string will be the PlayerState->UniqueId.
On clients, instead of using datatables, all item data is in game singleton object where I get data using the ItemID: