If a data table asset is based on a custom struct, making changes to and hot reloading the struct will not update the data table in the editor. Restarting the editor will prevent the data table from opening. Error message shown in attached screenshot.

No - Issue cannot be properly tested in 4.14.3 (CL 3249277) due to data table asset not saving at step 9 (Graph Linked to Private Object)

Steps to Reproduce
  1. Open UE4 Editor (Any project)
  2. Add code to project based on actor (MyActor)
  3. Add the following struct above UCLASS() declaration of MyActor.h
    struct FMyStruct : public FTableRowBase
    	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test)
    		int32 SomeNumber;
    	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test)
    		bool SomeCheckbox;
    	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test)
    		float AnotherNumber;
    	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test)
    		float MoreNumbers;
  4. Add include statement for Runtime/Engine/Classes/Engine/DataTable.h above MyActor.generated.h include
  5. Compile
  6. In editor, create new data table based on MyStruct (MyDataTable)
  7. Add/remove property to/from MyStruct
  8. Compile with the editor open (hot reload)
  9. Save and restart project
  10. Double click to open MyDataTable

Error message appears when trying to open MyDataTable. Pressing "Yes" at error message will open the asset without any of the struct information.

Data Table asset updates after hot reload and can be opened after restarting the editor.

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ComponentGameplay - Core
Affects Versions4.15.14.16
CreatedMar 28, 2017
UpdatedJul 6, 2018