How to create and populate database files at runtime?

I am wanting to use text input fields to generate and populate database files whilst the game app is running. So for example :

Name?
[Text Input Field]

What is the party members’ DOB?
[Text Input Field]

Would first scan a server to see if an existing database is there. Databases would use the “name” field for their filename. If no database exists a new one is produced :

Name.database

Name, True/False boolean

DOB, True/False boolean

The booleans are used to check if data exists for that field or not…or for qualifying the database for age restrictions say u have a party member with an underage DOB they cant enter specific regions of a game etc…

I want to do all this with the UE4 blueprint system if possible. I dont know what type of database files i would be needing to create to best hold this data either.

The blueprint system is fairly new and currently only covers Unreal Engine specific things.

By that I mean you can pretty much only access math, actors, emitters and all that stuff but not computer specific stuff or databases, files. For all of those tasks you will need c++ and it’s libraries.

I would also recommend to not directly connect to the database (since you would have to secure your connection and transmission fairly heavy to prevent people who play this game from reading it which would give them full access over your database) but rather suggest an API.

This would mean you only send data to a specific link (usually in the JSON) format. You should secure that as well but you don’t have to do so nearly as hard as the database login since all someone who finds out how it works could do it input more data which can potentially ruin your statistic but is usually fairly obvious to find out.

Your game would only have to handle this one small request which is done fairly quickly and your server handles the rest.