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Saving changes to asset made via C++

As part of a data import chain, which is invoked at editor runtime, I load a UDataTable asset with the LoadObject<>() function and add rows with the imported data in C++ code. Now I want to save the changes to the asset, but simply adding new rows programatically to the data table object doesn't seem to do the trick. How can I achieve that?

My code so far:

 UDataTable *table =
         LoadObject<UDataTable>(this, TEXT("/Game/Character/Blueprints/Humanoid/Player/TCG_PlayerUnitData.TCG_PlayerUnitData"));
 
     table->AddRow(characterData.sName, characterData);

Product Version: UE 4.19
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asked Jan 29 '19 at 09:02 PM in C++ Programming

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GenerationLost
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