# Data tables friendly to network replication?

**URL:** <https://forums.unrealengine.com/t/data-tables-friendly-to-network-replication/631448>\
**Category:** C++\
**Tags:** UE4-20, unreal-engine, UE4, CPP, question\
**Created:** [August 19, 2022, 1:02am UTC](https://forums.unrealengine.com/t/data-tables-friendly-to-network-replication/631448 "2022-08-19T01:02:47Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [August 19, 2022, 11:49pm UTC](https://forums.unrealengine.com/t/data-tables-friendly-to-network-replication/631448/4 "2022-08-19T23:49:46Z")

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You’re not wrong, they are basically structs, but at the end of the day, if any data you’re going to be messing with is going to change, best to pop what you need in arrays to be able to manipulate the data and still get what you need replicated easily.

Some users discussed a system like it a bit here [Is it possible to replicate a datatable?](https://forums.unrealengine.com/t/is-it-possible-to-replicate-a-datatable/227462)

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