Can't break USTRUCT

I’ve declared a USTRUCT in C++, and I am trying to access it in UE4. It was working fine in 4.5 (I could break the struct and access the variables). In fact, it still works, if I copy/paste the break node that I already had from 4.5. it even updates correctly if I add or remove variables from it.

When I try to break the struct now, I dont’ even get an option for it. Is there a trick for accessing USTRUCT variables in 4.6 or is this something that broke with all the API changes?

Found out I just needed to change USTRUCT() to USTRUCT(blueprintable). I guess this came in the 4.6 update…

Same problem here. Can’t even break results from line traces. WTF.

Hey, have you tried changing USTRUCT() to USTRUCT(Blueprintable)?

Do you encounter the same problem in a new, fresh project?

Another thing I found is that you have to mark all your variables in the struct as UPROPERTY() with BlueprintReadWrite / BlueprintReadOnly to make them appear in the break node (or even make the break node visible) :slight_smile:

Maybe this helps someone in the future!

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Hi community,

I had the same issues and found this thread.

With the latest version (4.24) I had to use USTRUCT(BlueprintType) and UPROPERTY(BlueprintReadWrite,…) to make it breakable. Furthermore you can use UPROPERTY(EditAnywhere, BlueprintReadWrite,…) to make it breakable and editable in the editor. I use these properties to set animations and use them in the Blueprint animation script.

6 Likes

it works, thank you.