unreal.CompositeDataTable¶
- class unreal.CompositeDataTable(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DataTableData 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] The file this data table was imported from, may be emptyignore_extra_fields(bool): [Read-Write] Set to true to ignore extra fields in the import data, if false it will warn about themignore_missing_fields(bool): [Read-Write] Set to true to ignore any fields that are expected but missing, if false it will warn about themimport_key_field(str): [Read-Write] 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 Tables with higher indices override data in tables with lower indicespreserve_existing_values(bool): [Read-Write] Set to true to preserve existing values for any fields that are expected but missing in the CSV file. If false, missing fields will be populated with default values.row_struct(ScriptStruct): [Read-Only] Structure to use for each row of the table, must inherit from FTableRowBasestrip_from_client_builds(bool): [Read-Write] Set to true to not cook this data table into client builds. Useful for sensitive tables that only servers should know about.