Excuse the noobish question, I did some googling but was unable to come up with any results that helped me. I currently have a struct that acts as a container for some basic entity information and it is being used in another class. I’m trying to get the structs information to show up in the blueprint editor so that I can edit it, but I am unable to do so. (I came from Unity so the Unreal property system is new to me)
#include <string>
#include "ObjectInfo.generated.h"
USTRUCT()
struct FObjectInfo {
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category="Info")
std::string id;
UPROPERTY(EditAnywhere, Category="Info")
std::string name;
public:
FObjectInfo(std::string newId = "null");
std::string Id();
std::string Name();
};
#include "GameFramework/Character.h"
#include "ObjectInfo.h"
#include "Creature.generated.h"
UCLASS()
class ACreature : public ACharacter {
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category="Creature Info")
FObjectInfo objectInfo;
public:
ACreature();
~ACreature();
};
The above picture is the results of the above code, but I would like the Id and Name fields from FObjectInfo to be displayed in the editor. What am I doing wrong?