UScriptStruct/UUserGeneratedStruct - Code Use

Hey All,

I am tinkering with a data-driven setup that has it’s complexity hidden in code but is scale-able through data table and structs in editor. What this means is that I have no code defined structs - if I decide, for example, to add an extra enemy type that will later propagate through the data tables in my enemy type struct, all I have to do is just add it in the struct.

However, I need to read and use the data table in code and this is where the question comes in. Are we able to access Data table rows that are of type UScriptStruct (UUserGeneratedStruct appears to derive from it) as we can as if they were of FTableRowBase? A data tables FindRow function does not appear to support this - explicitly looks for StaticStruct call that is missing from UScriptStruct - and the only place that looks promising, Generic_GetDataTableRowFromName, appears to be blueprint specific, which suggests what I am trying to do is not part of the expected practice.

So my question is whether what I want to do is possible in code and then if it is correct practice with the UE4 engine?

Cheers!