UDataTableFunctionLibrary::GetDataTableRowFromName
#include "Kismet/DataTableFunctionLibrary.h"
Access: public
Specifiers: staticBlueprintCallableCustomThunk
Description
Looks up the row named RowName in Table and copies its data into OutRow, returning whether the row was found.
Caveats & Gotchas
- • BlueprintInternalUseOnly — in the graph editor this backs the "Get Data Table Row" node, which infers OutRow's concrete struct type from the wired pin rather than exposing this raw wildcard function.
- • OutRow's struct must match (or be compatible with) Table's row struct; a mismatch is caught at Blueprint compile time by the CustomStructureParam machinery, not at runtime.
- • In C++, call UDataTable::FindRow<T>() directly instead of this wrapper — it's simpler and gives you a typed pointer.
Signature
static bool GetDataTableRowFromName(UDataTable* Table, FName RowName, FTableRowBase& OutRow); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Table | UDataTable* | The DataTable to look up the row in. | — |
| RowName | FName | Name of the row to fetch. | — |
| OutRow | FTableRowBase& | Wildcard output struct that receives the row's data if found; its concrete type is inferred from the wired pin in the Blueprint graph. | — |
Return Type
bool Example
Look up a row (C++ equivalent) C++
static const FString ContextString(TEXT("AWeapon::LoadStats"));
if (FWeaponStatsRow* Row = MyDataTable->FindRow<FWeaponStatsRow>(TEXT("Rifle"), ContextString))
{
// use Row->Damage, etc.
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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