Table saving issue

You are not, you repeatedly load and then save the same data. My example does not do it.

I just put the “Event SaveAnts” after the creation of the object in the list so that it is immediately saved

But why? You just loaded it and made no changes. Why save it? Even if this does not cause any issues, it’s wasteful, unnecessarily complicated and makes it more difficult to debug.

If I were you, I’d make it work with a simple Vertical Box for now rather than the List View. At this point I’m not sure how to help you apart from making the whole thing for you. Sorry.

Honestly, this looks like an infinite loop. During a loop, you load the data, add to the array, save it, next iteration you repeat the process… Wouldn’t the array be ever growing?

Not sure if I’m wrapping my mind around this correctly. Why even save what you’ve just loaded? I don’t get it :frowning:

Why not save the result immediately, for example in the case of the construction of an array by “Set Array item”, we save directly in the backup blueprint?

Using the setup I posted above:

  • pushing the entire Pawn as List View data; because who’s going to force me to construct uObjects for this - the Tutorial Police? I don’t think so!

  • the interface sets the reference:


One note since I’ve never seen it covered in tuts (chances are I don’t watch enough); we’re not constructing objects here, we’re using a live Pawn as the list data. Normally, even if the actor went away, the list view would retain a valid object to pull data from (albeit stale). This is where the additional binding comes in - in case the underlaying Pawn gets destroyed, we get rid of it from the list view as well.

The question here is - do you want to see dead ants in the list? If you do, I suggest doing as the tutorials say - create an additional object that serves as the List View data, and only remove it when you no longer wish to see dead ants.


  • widgets constructed by the List View pull data from the Pawn’s reference set above ^^^

This updates real-time since bound functions poll every frame. You just need to put up with seeing internal struct names.


Now, my day’s ruined because you made me work with the List View :innocent: