I have a question about Data tables made from Structs.
When i make a data table from a blueprint struct (struct made within unreal), i can later change that struct and data table is immediately updated.
Data tables made from C++ structs don’t seem to be able to do this. They become HOTRELOADED and don’t seem to be usable after this.
So i would like to ask, is it possible to modify c++ struct so that a data table made from this struct doesn’t become unusable?
Is it possible to use a data table made from a blueprint struct in c++ code?
4-26 user here. In my experience Datatables properly update properties defined in their c++ structs after restarting the editor. I never use the hot-reload feature as I’ve been told it is experimental / causes corruption. So just close the editor, wait a few seconds, recompile in VS and restart the editor.
There’s no reason why you’d want to define a USTRUCT in a UAsset file as it will just complicate things later on if you want to port code from BP to C++.
The only trouble I’ve experienced with datatables is that they do not automatically respond to renaming a c++ struct, but that can be solved with a redirector.