Working with Structure to manage a dynamic listing

Hello to everyone,

I am completely new to Unreal engine, and programing in general. I want to use UE5 to develop a proof of concept.

I want to organise an office space. I have imported a CSV data table with columns that are :
NAME - COMPUTER_ID - PHONE_ID etc… … basic informations

I created 2D map (a black and white floorplan with several rooms), with a controlled top down camera (as in a RTS style); The only actors on the map are instances of the same blueprint actor which is a simple collision box + light bulb.

Separately I designed a widget user interface that contains several text boxes. I will progressively input those data into text boxes but I want these boxes to retrieve datas later on as per room (i.e box collision) which means :
if I click on box0, and dial text into the text fields, these information are stored in my strucutre dynamically.
Then, I move on to, let say, another office room and I click on its box collision (let’s call it box1). There the same widget appears but with blank text boxes that I have to type new infos into. And on and on.


For the moment being, I am getting nowhere close to this goal because I got quite lost in between my blueprints and do not have the coding education as well as the good tips to start something clean I guess.

Where should I place the “Core nodes” (structure_datas → name variables → for each loop…) of this setup ?
What would you suggest as a good way to start identifying different blueprint acotrs (instance name ? index number ? ) that would cast info to the same widget UI ? At the same time, based on this specified instance, information displayed in the widget fields are retrieved accordingly.

It is just a manageable directory after all :slight_smile:

If anyone here has already been through this kind of set up, I would greatly welcome any recommandation or hints.

Greetings