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 emptyignore_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 themignore_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 themimport_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 CSVparent_tables
(Array[DataTable]): [Read-Write] Parent Tables: Parent tables Tables with higher indices override data in tables with lower indicesrow_struct
(ScriptStruct): [Read-Only] Row Struct: Structure to use for each row of the table, must inherit from FTableRowBasestrip_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.