Edit: I could solve it giving the character blueprins a pointer variable for a UDataTable and an FName identifier, so each character has the table and can look up it’s specific content by finding it’s corresponding row using it’s identifier name. This way I still have to manually insert each attributes again, but this will later only be done in the table itself, not in each character blueprint anymore, since they keep a ref to the table anyway.
Not the best solution in terms of usability, I think, since it’d be more convenient to be able to change character stats within it’s own blueprint, but that should not be necessary later, since then it’ll all be up to our artists using their own tool.