there is construcor of actorcomponent
ULootComponentBase::ULootComponentBase()
{
PrimaryComponentTick.bCanEverTick = true;
static ConstructorHelpers::FObjectFinder<UDataTable> Table_BP(TEXT("DataTable'/Game/Release/Blueprints/LootGeneration/DT_LootProfile.DT_LootProfile'"));
UDataTable* LootDataTable = Table_BP.Object;
}
when i start debugger in DebugGame Editor mode, project loading hangs at 70%
(there is no debug points, just hanging at all).
If i delete strings with loading of datatable, everything works ok.
Structure of datatable is
USTRUCT(Blueprintable)
struct FSTLootProfile : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int SpawnPriority;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
ELootSizeTypeEnum LootSize;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<AActor> ActorReference;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FDataTableRowHandle Row;
FSTLootProfile()
{
SpawnPriority = 0;
LootSize = ELootSizeTypeEnum::LootShort;
ActorReference = nullptr;
}
};