# How would I save data inputted by the user on a widget?

**URL:** <https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339>\
**Category:** UI\
**Tags:** data, unreal-engine, Widget, question\
**Created:** [November 26, 2021, 9:01am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339 "2021-11-26T09:01:51Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![J\_Savage](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@J\_Savage](https://forums.unrealengine.com/u/J_Savage)\
**Post date:** [November 26, 2021, 9:01am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339/1 "2021-11-26T09:01:51Z")

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So if I had a content table on a UI widget and I wanted to allow the user to type text within this content table and then once finished. It would save the data to an external file. e.g txt file etc. How would I go about doing this?

Obviously, I also don’t want to have the the problem of saving this text on the screen ui panel and then when they re-open the widget it still shows the text. (Hope to reset the content table when the user re-opens the widget).

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**Author:** ![J\_Savage](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@J\_Savage](https://forums.unrealengine.com/u/J_Savage)\
**Post date:** [November 26, 2021, 9:14am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339/2 "2021-11-26T09:14:19Z")

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Or save when edited widget.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [November 26, 2021, 9:22am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339/3 "2021-11-26T09:22:52Z")

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Are you specifically talking about using data tables?

Otherwise, you could just use an array in the save game.

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [November 26, 2021, 9:33am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339/4 "2021-11-26T09:33:43Z")

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> It would save the data to an external  
> file. e.g txt file etc.

Apart from the `Save Game` functionality (not human readable), there’s barely any file operations available in BPs. You could opt for Rama’s Victory plugin (as mentioned in the other question of yours, I think?):

 ![353091-screenshot-1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/9/1/6912634d791ee3eb27e56c53fbc9896d5b25d644.png)

Override `onTextCommited` and save the string or, better, chuck it into an array and save that.

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**Author:** ![J\_Savage](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@J\_Savage](https://forums.unrealengine.com/u/J_Savage)\
**Post date:** [November 26, 2021, 9:33am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339/5 "2021-11-26T09:33:58Z")

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Both. I have a notes section were a user can typed whatever and then a data table section that requires specific data.

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<div class="post-metadata">

**Author:** ![J\_Savage](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@J\_Savage](https://forums.unrealengine.com/u/J_Savage)\
**Post date:** [November 26, 2021, 10:06am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339/6 "2021-11-26T10:06:01Z")

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This victory plugin isn’t in the marketplace?

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<div class="post-metadata">

**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [November 26, 2021, 10:26am UTC](https://forums.unrealengine.com/t/how-would-i-save-data-inputted-by-the-user-on-a-widget/491339/7 "2021-11-26T10:26:43Z")

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Not sure. Thread:

> [@(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!](https://forums.unrealengine.com/t/39-ramas-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448):
>
> Dear Community, star2 Newest Awesome star2 (In Complimentary (no cost) Victory Plugin!) Now You Can Get the Text Output (STDOUT or STDERR) from any .exe program, straight into Unreal Engine! is the output of zap a video compression commandline tool ([Handbrake](https://handbrake.fr/)), zap launched by your UE game & delivered straight into the Unreal Engine Viewport! zap rose Using only 3 Blueprints nodes! rose zap[Full Details and UE4 C++ Code](https://forums.unrealengine.com/t/39-ramas-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/2644) MIT Software License for The…

First link is the plugin. Drop it here:

![353092-screenshot-2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/1/9/e19b71ead45b8ce3f5bcfe0740893c766e15b157.png)

Restart editor, it will be enabled by default.
