Oh my god, thankyou so much Sir ! It Worked, it is definitely the proper way, I dont even have to specify how many times the loop should run. Thankyou so much again !!!
I’ll work on adding entries ! Should I repeat the same process for it ? Also I googled how to use tmap to save data table in unreal engine blueprints and not many tutorials showed up, there was a save game thing will that work here ?
Data Tables are great but they’re static. The widget is not the best place to manage it, but it will do for now. Add a variable to the BP that is supposed to handle all profile data:
The above will read the DT, transfer it to the Map
and create List View
objects. We’re using a Custom Event
for this, so we can also call it run-time:
Note that the DT RowNames and Map Keys can be just integers. You can simply have an index and increment (++) it; however, it often makes it more convenient to have meaningfully named Keys. That All Profiles
var can be saved (look up save games), loaded and read from - which could look like so:
Depending on the details and how the rest of the system needs to work, the Map variable can be handled differently. Technically, if we just load / save, perhaps it can be only updated when needed rather than every time an entry is modified. The above is just a generic example.