unreal.CompositeDataTable

class unreal.CompositeDataTable(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: DataTable

Data table composed of a stack of other data tables.

C++ Source:

  • Module: Engine

  • File: CompositeDataTable.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Only] Asset Import Data: The file this data table was imported from, may be empty

  • ignore_extra_fields (bool): [Read-Write] Ignore Extra Fields: Set to true to ignore extra fields in the import data, if false it will warn about them

  • ignore_missing_fields (bool): [Read-Write] Ignore Missing Fields: Set to true to ignore any fields that are expected but missing, if false it will warn about them

  • import_key_field (str): [Read-Write] Import Key Field: Explicit field in import data to use as key. If this is empty it uses Name for JSON and the first field found for CSV

  • parent_tables (Array[DataTable]): [Read-Write] Parent Tables: Parent tables Tables with higher indices override data in tables with lower indices

  • row_struct (ScriptStruct): [Read-Only] Row Struct: Structure to use for each row of the table, must inherit from FTableRowBase

  • strip_from_client_builds (bool): [Read-Write] Strip from Client Builds: Set to true to not cook this data table into client builds. Useful for sensitive tables that only servers should know about.

property parent_tables: Array[DataTable]

[Read-Only] Parent Tables: Parent tables Tables with higher indices override data in tables with lower indices

Type:

(Array[DataTable])