I am attempting to put a FStreamableHandle
into a struct so that I can easily access them, and do comparisons through like an array.
when I try to put the FStreamableHandle
into the struct I get told I must now declare operator=(const FMyStruct&)
and FMyStruct(void)
constructor, but attempting to declare a constructor tells me the constructor has already been declared.
how am I supposed to hold multiple of these handles if I can’t put them into a struct?
my plan was to hold the StreamableHandle along with a “uniqueID” and the objects that hold the requester of the asset that way I can do secondary checks for if I can release the asset, and if I need to even try to load it again.
//the struct is currently
USTRUCT()
struct FMyStruct
{
GENERATED_USTRUCT_BODY();
public:
FStreamableHandle Handle;
int32 itemID = 0;
TArray<UMyActorComp*> Requesters;
};