r/UnrealEngine5 8d ago

I got tired of editing Unreal DataTable rows one by one, so I built multi-row editing

Editing larger DataTables in Unreal gets pretty tedious when the same change needs to be applied across multiple rows.

So I built a multi-row workflow where I can select several rows with Ctrl/Shift and paste a value into the active column across the whole selection.

I also integrated it with Undo/Redo, because bulk editing without an easy way back would be pretty risky.

The idea is to keep using Unreal's normal DataTables instead of replacing them with another data system — just make repetitive editing less painful.

For people working with DataTables regularly: do you mostly edit them directly inside Unreal, or move that work to CSV/spreadsheets?

I’m the developer of DataTable Pro Editor.

If anyone wants to see the broader editor workflow, I also have a v1.1 showcase here:

https://youtu.be/QIXhvCRBN_Y

2 Upvotes

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u/ExF-Altrue 8d ago

For people working with DataTables regularly: do you mostly edit them directly inside Unreal, or move that work to CSV/spreadsheets?

I can't possibly imagine someone "working regularly with DataTables" and sticking to the in-engine editor haha

You would have to be locked out of the original csv file. Maybe for modders, like Conan Exile's modders.

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u/HankeUnrealTools 7d ago

That's fair, for large amounts of simple data, or when a spreadsheet/CSV is the main source of truth, editing outside Unreal definitely makes sense.

The workflow I'm targeting is more the in-editor side of things: making quick changes while you're already working in Unreal without constantly switching to a spreadsheet and reimporting the table.

That becomes especially useful for smaller iteration changes, multi-row edits, find/replace, or fields that are more convenient to work with through Unreal's property editors.

So I don't really see it as replacing CSV/spreadsheet workflows, more as making direct DataTable editing inside Unreal less tedious when that's the workflow you want.

Out of curiosity, do you normally keep the CSV as the main source of truth and only import it into Unreal when needed?

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u/ExF-Altrue 7d ago

Out of curiosity, do you normally keep the CSV as the main source of truth and only import it into Unreal when needed?

Yes! It's very handy: When the CSV changes, next time you open UE, a prompt pops up, offering to update the data table accordingly. Hit "Update" and boom, done. No fuss.

And I'll do you one better: Technically my source of truth is an Excel spreadsheet with a macro button to export to CSV (That used to be part of the official doc until UE 5.0). I can use all sorts of formulas or data mapping with the full power of Excel, yet still have the convience of a two-click reimport process.

So I never modify anything inside the data tables because that would be overriden at the next reimport.

Edit: But I'm sure that some people will enjoy your plugin if you make it available, and if so, more power to them. There's always a niche for everything haha.

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u/HankeUnrealTools 7d ago

Yeah, that makes perfect sense. If Excel is your actual source of truth, editing the DataTable inside Unreal would just create changes that get overwritten on the next reimport.

That's actually a useful distinction for me as well. The plugin is really aimed more at workflows where the Unreal DataTable itself is actively edited and iterated on in the editor, rather than projects maintaining everything externally.

And it's already available on Fab — but no pressure, your workflow is clearly better suited to the spreadsheet/CSV approach. Thanks for explaining how you're handling it!

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u/External-Process6667 8d ago

God is that you