When you make a blueprint exposed UPROPERTY like this:
UPROPERTY(EditAnywhere)
TObjectPtr<UDataTable> MyDataTable; Once you open the editor and try to assign a value to this property, you will immediately notice that all existing data tables are shown. Which in most cases is NOT what you want, because you expect a data table with a specific row type definiton.
To make Unreal editor filter the displayed data table to only show the ones with a specific row type, you need to update the declaration of the property to match the following:
UPROPERTY(EditAnywhere, meta = (RequiredAssetDataTags = "RowStructure=/Script/GameName.YourRowType"))
TObjectPtr<UDataTable> MyDataTable;where YourRowType is the name of the struct that defines the row type of your data table.

