[BUG] Issue with Data from Excel

When I try to retrieve a row from my csv exported from excel using data tables I get this message:

Fatal error!

FText::operator=() 0x936a8a3a + 27 bytes [File=e:\ue4\unrealengine\engine\source\runtime\core\private\internationalization\text.cpp:267] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
TProperty<FText,UProperty>::CopyValuesInternal() 0x985b1c4d + 13 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:975] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UScriptStruct::CopyScriptStruct() 0x985b158d + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:2090] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UDataTableFunctionLibrary::execGetDataTableRowFromName() 0x9243f6e0 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\classes\kismet\datatablefunctionlibrary.h:63] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UFunction::Invoke() 0x985d2a04 + 15 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:3590] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x9869a06b + 17 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:383] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessContextOpcode() 0x986a8132 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1388] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::execLetBool() 0x986bd267 + 28 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1307] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x986a94bf + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:577] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x9869a578 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:495] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x986a94bf + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:577] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::CallFunction() 0x9869a578 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:495] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessContextOpcode() 0x986a8132 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1388] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessInternal() 0x986a94bf + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:577] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UFunction::Invoke() 0x985d2a04 + 15 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:3590] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObject::ProcessEvent() 0x986a8cf0 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:888] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
AActor::ProcessEvent() 0x911fd371 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:621] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FLatentActionManager::TickLatentActionForObject() 0x9153c4bc + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\latentactionmanager.cpp:143] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FLatentActionManager::ProcessLatentActions() 0x9152b083 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\latentactionmanager.cpp:55] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::Tick() 0x9120c9d2 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:762] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
AActor::TickActor() 0x9120cb9d + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:748] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FActorTickFunction::ExecuteTick() 0x911e0ee8 + 30 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\actor.cpp:191] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::FTickFunctionTask::DoTask() 0x91887256 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:316] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() 0x91891a1d + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:658] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTaskThread::ProcessTasks() 0x9365ec32 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:329] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskThread::ProcessTasksUntilQuit() 0x9365eded + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:173] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphImplementation::WaitUntilTasksComplete() 0x9367080a + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:865] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Core.dll]
FTaskGraphInterface::WaitUntilTaskCompletes() 0x918b8989 + 17 bytes [File=e:\ue4\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:182] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskSequencer::ReleaseTickGroup() 0x918a7590 + 83 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:181] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FTickTaskManager::RunTickGroup() 0x918a9527 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:714] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UWorld::RunTickGroup() 0x915353f6 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:691] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UWorld::Tick() 0x9153a1b6 + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:1109] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UEditorEngine::Tick() 0x8fa2eec6 + 0 bytes [File=e:\ue4\unrealengine\engine\source\editor\unrealed\private\editor.cpp:1204] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UUnrealEdEngine::Tick() 0x8fe168b6 + 0 bytes [File=e:\ue4\unrealengine\engine\source\editor\unrealed\private\unrealedengine.cpp:252] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FEngineLoop::Tick() 0xcdad7c1e + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2098] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMain() 0xcdacd23c + 0 bytes [File=e:\ue4\unrealengine\engine\source\runtime\launch\private\launch.cpp:133] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMainWrapper() 0xcdacd2aa + 5 bytes [File=e:\ue4\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe]
WinMain() 0xcdad91c9 + 17 bytes [File=e:\ue4\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:201] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe]
__tmainCRTStartup() 0xcdada089 + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in E:\UE4\UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe]
Address = 0xb79c16ad (filename not found) [in C:\Windows\system32\KERNEL32.DLL]
Address = 0xb7d834a5 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
Address = 0xb7d834a5 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]

14591-bpcapture.png

I’m using this blue print function:

This is my struct it serializes to:

USTRUCT(Blueprintable, BlueprintType)
struct FCP_BaseChimeraScript : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseMonster Struct")
	//FName Name;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseMonster Struct")
	FText DisplayName;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseMonster Struct")
		FText Description;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Enum)
		TEnumAsByte<EElemental::Type> PrimaryElementalType;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Enum)
		TEnumAsByte<EElemental::Type> SecondaryElementalType;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseMonster Struct")
		int32 Speed;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseMonster Struct")
		int32 Attack;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseMonster Struct")
		int32 Defense;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BaseMonster Struct")
		int32 Health;

	//Constructor
	FCP_BaseChimeraScript()
	{
		//Name = FName(TEXT("None"));
		DisplayName = NSLOCTEXT("Your Namespace", "Your Key", "Your Text");
		Description = NSLOCTEXT("Your Namespace", "Your Key", "Your Text");
		PrimaryElementalType = EElemental::EE_Null;
		SecondaryElementalType = EElemental::EE_Null;
		Speed = 0;
		Attack = 0;
		Defense = 0;
		Health = 0;
	}
};

And finally, my CSV data file:

Name,DisplayName,Description,PrimaryElementalType,SecondaryElementalType,Speed,Attack,Defense,Health
Galileo,Galileo,Thi,1,1,3,5,5,200
Lion,Lion,Test,2,2,3,4,4,300
Galileo2,Galileo,Thi,1,1,3,5,5,200
Galileo3,Galileo,Thi,1,1,3,5,5,200
Galileo4,Galileo,Thi,1,1,3,5,5,200

Can anyone help? I’m working on a RPG and this feature would be very useful for me if I can get it to work!

It appears the ‘Name’ can only be numbers. I was thinking since it was ‘Name’ type it could be anything