I have created a little dialogue tool for a RPG project inside a Editor Utility Widget, so my designers can create content directly inside Unreal with a cool interface (better than in Google Sheets ).
I store all dialogues information inside a struct, and I read that you can convert a struct to a json file, then convert this json file into a data table.
You need to build the thing out with C++ and JSON parsing if you want it to work right with complex jason objects.
Its not difficult, get a lib like newJsoft to do the lifting, create a class that matches the json struct, parse the data into the class, make the node that does the parsing and returns the class values avaliable as a blueprint scriptable node.
Then your team can build any jstruct you like, the output of it is always going to be within the pre-set class type.
Ocf, if you create a custom class and have your team set the variables of that class instead you get a somewhat similar result.
An array of class entities would do pretty much what you are afterā¦