# Is there a way to update and save data table from blueprint?

**URL:** <https://forums.unrealengine.com/t/is-there-a-way-to-update-and-save-data-table-from-blueprint/104390>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [December 29, 2017, 4:07pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-update-and-save-data-table-from-blueprint/104390 "2017-12-29T16:07:20Z")\
**Posts on this page:** 1\
**Showing post:** 13

<div class="post-metadata">

**Author:** ![nande](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nande/32/1057698_2.png) [@nande](https://forums.unrealengine.com/u/nande)\
**Post date:** [May 17, 2023, 2:56am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-update-and-save-data-table-from-blueprint/104390/13 "2023-05-17T02:56:29Z")

</div>

the engine now seems to support load/save to csv/json  
this is available on 5.1 at least but not sure if it’s on previous too.

also  
You can save your data table from cpp.  
call  
FDataTableEditorUtils::BroadcastPreChange(DataTable, FDataTableEditorUtils::EDataTableChangeInfo::RowList);

you can get the rows using DataTable-\>GetAllRows and you get some pointers.  
you can modify them.  
or you can add rows using DataTable-\>AddRow

at the end you need to call DataTable-\>Modify()  
then  
UEditorLoadingAndSavingUtils::SavePackages({DataTable-\>GetPackage()}, false);  
then  
FDataTableEditorUtils::BroadcastPostChange(DataTable, FDataTableEditorUtils::EDataTableChangeInfo::RowList);

credits goes to “Authaer” who told me this after some time of searching

> **[Discord - A New Way to Chat with Friends & Communities](https://discord.com/channels/187217643009212416/221799439008923648/1107897175255548047)**
>
> Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

---

_[View the full topic](https://forums.unrealengine.com/t/is-there-a-way-to-update-and-save-data-table-from-blueprint/104390)._
