Hey all, I’ve created a struct for team info:
USTRUCT()
struct FTeamInfo
{
GENERATED_USTRUCT_BODY()
FTeamInfo()
{
FVector TeamColor = FVector::ZeroVector;
TeamIcon = nullptr;
TeamName = FName("Default");
TeamNum = 0;
}
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
FVector TeamColor;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
UMaterialInstanceDynamic *TeamIcon;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
FName TeamName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
uint32 TeamNum;
void Clear()
{
TeamColor = FVector::ZeroVector;
TeamIcon = nullptr;
TeamName = FName("Default");
TeamNum = 0;
}
};
I’ve tried all types of UPROPERTIES, but I can’t seem to get the vars though a struct variable. For example, in some class I have:
UPROPERTY(Transient, ReplicatedUsing = OnRep_ControllingTeam, BlueprintReadOnly, Category = "TeamControl")
FTeamInfo ControllingTeam;
Now, in my BP when I do Get ControllingTeam and attempt to pull off of it and place a new node, I can’t get TeamColor or any other variables. Is this even possible?
Thanks,
Austin