I can't fill struct data with the data table info of an item based on the row name.

Hello, i want to fill data of a related item of a mission. I have a structure S_Mission which has an array of structs field called Related Items. Each one of this Related Items is a S_InventoryItem, which has name, description, etc. I have aswell a Data Table of these S_InventoryItem. The goal i want to achieve is to add a mission to an npc and this mission can have 0 or more Related Items that u need to gather on the world. In order to not overwrite data which is already written on the Data Table of Inventory Item, i want, according to the data table row name, set the other fields of the S_InventoryItem but i don’t know why i can’t set members for each related item of each mission.
Only name is set because i set it manually on the editor via a Public Variable.

These are the reference blueprints an structures:

S_Mission:

S_InventoryItem:

Blueprint of NPC Mission Giver:

I dont know why but the set Members node works if i print the description out, but when the double for each loop is completed, the already modified NPC MissionList doesn’t reflect the changes and i can only print the name of the item because i set it manually here.
image

Finally, this is the Data Table info that i want to fully retrieve

I hope i explained it well, thanks in advance!

Not sure why Set Members isn’t working (maybe the parent call for begin play is clearing it? try calling parent first), but it would probably be easier to only store the item name in the S_Mission struct/table. The NPC shouldn’t really need all the item info anyway. If the quest UI needs the info, it can get it up from the data table itself like any other item widget.