Hi Orfeas, thank-you for your help! <3
I applied the fixes you suggest and they fixed the serialization issue I had, but not the initial problem. I still need to fully close/ reopen the project for new variables to show.
#include "Engine/DataTable.h"
At least now, the changes I make to the struct in the Blueprint are saved when I close/reopen Unreal4 :")
On the side note; I remade the entire project with 4.22 and made InteractableObject inherit from UStaticMeshComponent.
It now looks like this:
USTRUCT(BlueprintType)
struct FInteractableConfig : public FTableRowBase
{
GENERATED_USTRUCT_BODY();
public:
... STUFF...
Example variable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
EHoldMethod HoldMethod;
}
/**
*
*/
UCLASS(ClassGroup = ("VR"), meta = (BlueprintSpawnableComponent))
class VRPLAYGROUND_API UInteractableObject : public UStaticMeshComponent
{
GENERATED_BODY()
public:
// ----------------------- Properties -------------- \\
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "InteractableObject")
FInteractableConfig Config;
};