ESlateVisibility issue

whys this code



USTRUCT(BlueprintType)
struct FVISIBILITY_DATA
{
GENERATED_BODY()

public:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VISIBILITY DATA") FText NAME;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VISIBILITY DATA") ESlateVisibility VISIBILITY;

FVISIBILITY_DATA() { ; }
FVISIBILITY_DATA(FText _NAME, ESlateVisibility _VISIBILITY) : NAME(_NAME), VISIBILITY(_VISIBILITY) { ; }

};


cause that error



**Severity Code Description Project File Line Suppression StateError LNK2019 unresolved external symbol "__declspec(dllimport) class UEnum * __cdecl Z_Construct_UEnum_UMG_ESlateVisibility(void)" (__imp_?Z_Construct_UEnum_UMG_ESlateVisibility@@YAPEAVUEnum@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FEnumPropertyParams const Z_Construct_UScriptStruct_FVISIBILITY_DATA_Statics::NewProp_VISIBILITY''(void)" (??__E?NewProp_VISIBILITY@Z_Construct_UScriptStruct_FVISIBILITY_DATA_Statics@@2UFEnumPropertyParams@UE4CodeGen_Private@@B@@YAXXZ) PROJECT C:\Unreal Projects\PROJECT\Intermediate\ProjectFiles\DATA_TABLE.gen.cpp.obj 1+**.


struct syntax looks correct.

Either you don’t have “UMG” added to your MyProject.build.cs module list, or you aren’t including whatever header defines ESlateVisibility.

Oh, really, no UMG module, i thought its Slate, thank you.