Currently I am trying to create another data table based off of a struct created in one of my C++ actor classes. However, when I select to create a new data table, I only get the default option “Gameplay Row” option. The code compiles without issue.
Included the .h file containing the struct in question.
#pragma once
#include "Interactable.h"
#include "EngineGlobals.h"
#include "Runtime/Engine/Classes/Engine/Engine.h"
#include "Engine/DataTable.h"
#include "CraftingStation.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct FCraftingInfo
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ComponentID;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ProductID;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyComponentA;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bDestroyComponentB;
};
USTRUCT(BlueprintType)
struct FCraftedItem
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ItemID;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Action;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool CanBePlaced;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 Value;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UTexture2D* Thumbnail;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FCraftingInfo> CraftingCombinations;
};
UCLASS()
class CRAFTINGGAME_API ACraftingStation : public AInteractable
{
GENERATED_BODY()
public:
ACraftingStation();
UPROPERTY(EditAnywhere)
UStaticMeshComponent* StationMesh;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName ItemID;
protected:
};