Hello, I am reading in data from a FTableRowBase, I am supplying FText and FString variables and they appear fine in the datatable when I am supplying them. However, when I am parsing the data in C++ to fill my dictionary of data, it is failing to load the localized text. I am going through this process with my QuestManager, and it works perfectly. Using the same exact approach and setup, I cannot seem to load up the information for my achievements. When I step through the code, I can see that it is not loading the information. Here is the debug message:
“Information not available, no symbols loaded for UE4Editor-Core.dll> FText”
This is my Achievement Structure:
USTRUCT(BlueprintType)
struct HOWLOWEEN_API FAchievement : public FTableRowBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
EAchievementId internalId;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString SteamId;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
float progress = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
float unlockProgress = 1;
};
Then to read in the data, I do this in my initialization script:
achievements.Empty();
if (achievementsDataTable != nullptr)
{
TArray<FAchievement*> dataAchievements;
achievementsDataTable->GetAllRows(*FString(TEXT("Initial database building.")), dataAchievements);
for (FAchievement* a : dataAchievements)
{
achievements.Add(a->internalId, *a);
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("Achievement Manager Subsystem Initialization failed!\n Null DataTable"));
}