Iterate on DataType item from CSV imported file with C++

Many thanks … : ) , … it does the job and things works fine.

UE_LOG(LogTemp, Warning, TEXT(" Type is  %s on y position:  %s"), *ItemInfoRow->itemType.ToString(), *ItemInfoRow->ypos.ToString());

output log:

LogTemp: Warning:  Type is  wall on y position:  1
LogTemp: Warning:  Type is  wall on y position:  1
LogTemp: Warning:  Type is  wall on y position:  1
LogTemp: Warning:  Type is  wall on y position:  2
LogTemp: Warning:  Type is  wall on y position:  2

NOTE: If someone wonder of what is “FItemInformation” data type in the solution,
I already made a c++ class based on DataTable called “FItemInformation” and define same structure variables inside it`s .h file:Then #include “FItemInformation.h” to my main file.

pragma once

#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "FItemInformation.generated.h"

USTRUCT(BlueprintType)
struct FItemInformation : public FTableRowBase
{
GENERATED_USTRUCT_BODY()

public:
FItemInformation() {

}

UPROPERTY(EditAnywhere)
FText itemNumber;
UPROPERTY(EditAnywhere)
FText xpos;
UPROPERTY(EditAnywhere)
FText ypos;
UPROPERTY(EditAnywhere)
FText zpos;
UPROPERTY(EditAnywhere)
FText xrot;
UPROPERTY(EditAnywhere)
FText yrot;
UPROPERTY(EditAnywhere)
FText zrot;
UPROPERTY(EditAnywhere)
FText itemType;
UPROPERTY(EditAnywhere)
FText option01;
UPROPERTY(EditAnywhere)
FText option02;
UPROPERTY(EditAnywhere)
FText option03;

};

UCLASS()
class NETWORKDIRECT_API UFItemInformation : public UDataTable
{
GENERATED_BODY()

UPROPERTY(EditAnywhere)
FItemInformation ItemInformation;

};