Data tables one big one or many small ones?

There are over 80 PAGES of game data values to save… It’s not under 50 values.
The Blueprints can only handle so many array pin entries before you start running out of graph space… And it also slows the editor response all down the longer that
array pin list gets…

This method of storing the save values as a bunch of set nodes within in the blueprint itself (the game instance) I think, only works for just the small save systems
that contain just a small amount of variables to store. But for a game that has got over 1600 variables to save, (over 80 pages of data). To hold that in memory, it
can’t be put all into the blueprints as set statements because it would just slow the engine all down because there would be far too many nodes. So that’s not going to work because I don’t just have 50 values to set, and as for the Array Element List, the engine slows down when you get those lists long. . So the data has to be piped in through an array somehow. but I don’t know how to set a bulk save data system up…