Tablecraft opens a DataTable — or every DataAsset of a class — as one spreadsheet inside the Unreal Editor.
Work like in a spreadsheet
• Type over a cell, Enter to go down, Tab to go right, Shift+arrows to select.
• Copy and paste blocks to and from Excel or Google Sheets; paste one value to fill a whole selection.
• Every edit, paste, fill and import is undoable with Ctrl+Z.
See inside your structs
• Expand a struct into one column per field, an array into one column per element — even arrays of structs (Levels[0].Damage).
• Enums, bools, gameplay tags, tag containers and asset references open the same editor widget the Details panel uses, right under the cell.
Balance
• Formula columns: {Stats.Damage} * {Stats.Speed}, {Cost} / {Weight} — read-only, sortable, updated as you edit, saved with the table.
• Heatmaps per column, robust to outliers, so the expensive item or the broken DPS jumps out.
• A summary bar with the sum, average, min and max of whatever you select.
Rows and views
• Add, duplicate (right under the original), delete, rename and drag to reorder rows.
• Sort and filter the view; color rows (saved with the table).
DataAsset collections
• Right-click any DataAsset > Edit All <Class> in Tablecraft: every asset of that class (subclasses included), Blueprint data asset classes too. Same editing, formulas and heatmaps; Save writes the assets you changed.
• Double-click still opens an asset in its usual editor.
Import and export
• CSV and JSON. CSV columns are the sheet's columns, so an expanded struct becomes separate Excel columns.
• Import merges: rows and columns in the file are updated, new rows are added, nothing is deleted — one undo step.
• Works with the engine's own DataTable CSV/JSON in both directions.
Tested with a 5,000-row table on Unreal Engine 5.6, 5.7 and 5.8. Editor-only: nothing is added to your packaged game.
Documentation: https://tablecraft.tessaroapps.com/