Unreal renames a DataTable row by re keying the table and doing nothing else. Every FDataTableRowHandle, every FCurveTableRowHandle, and every Blueprint Get Data Table Row node with the row name typed into a pin keeps the old name, and from that moment resolves to nothing. The engine’s entire response is to mark the Blueprint dirty and leave the dead name in place. You find out in a playtest, weeks later, when a chest is empty.
Row Rename Surgeon renames the row and rewrites every reference to it. It asks the asset registry which packages reference the table, loads only those, and finds row handle properties at any depth including inside arrays, sets, maps and nested structs, Blueprint pins whose default is a row handle literal, and the RowName pin of any node that also points at that table.
That last case is the one nothing else covers. The engine indexes row handle properties as searchable names and does not index pin literals at all, so no Reference Viewer, no Find in Blueprints and no asset registry query will show you a Blueprint with your row name typed into a pin.
It refuses before it writes rather than after, and it proves the result by reading back from disk.
The plugin is AI written, and that is disclosed on the listing.