# Attempting Inventory with Datatables

**URL:** <https://forums.unrealengine.com/t/attempting-inventory-with-datatables/96322>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [July 13, 2017, 7:03am UTC](https://forums.unrealengine.com/t/attempting-inventory-with-datatables/96322 "2017-07-13T07:03:20Z")\
**Posts on this page:** 1\
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**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [July 13, 2017, 3:23pm UTC](https://forums.unrealengine.com/t/attempting-inventory-with-datatables/96322/8 "2017-07-13T15:23:24Z")

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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:

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