So, now you've created the data table, and imported it into Unreal, but we still can't make sure of it, or in other words, the importing process is lacking a data structure, which made it only half import the process. Well, an unsuccessful one!
While there are always different paths to create things, Unreal follows the same rule. As I've mentioned earlier, we are going to learn how to do that process for C++ and blueprint. Well then, there are two ways to create data structures, and any fits any. Which means you can make:
A blueprint data structure that is used within blueprint logic
A blueprint data structure that is used within C++ code
A C++ data structure that is used within C++ code
A C++ data structure that is used within blueprint logic
What a variation we have!
But usually, I like to keep things familiar, so I use the blueprint-based data structures in case my game logic is blueprint based. And of course, the C++ based data structures used with the game logic based...