Having more than one Category on a struct would prevent you from editing it in the data table, editor bug.
USTRUCT(BlueprintType)
struct FWeaponCoreData : public FTableRowBase
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data")
FGameplayTag WeaponMainGameplayTag;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data")
float AttackLength;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data")
float DelayLength;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data")
float EquipLength;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data")
float HolsterLength;
FWeaponCoreData()
: AttackLength(1.f)
, DelayLength(1.f)
, EquipLength(1.f)
, HolsterLength(1.f) {}
};
would look like this
USTRUCT(BlueprintType)
struct FWeaponCoreData : public FTableRowBase
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data")
FGameplayTag WeaponMainGameplayTag;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data | Gameplay")
float AttackLength;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data | Gameplay")
float DelayLength;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data | Gameplay")
float EquipLength;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Core Data | Gameplay")
float HolsterLength;
FWeaponCoreData()
: AttackLength(1.f)
, DelayLength(1.f)
, EquipLength(1.f)
, HolsterLength(1.f) {}
};
would look like this