What I do
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
};
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow functionWhat I do
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
};
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow function is ok. I can read all data.
My Question
I create FSkillData in cpp, but name type is SkillData in edit.
Are them the same type? Because GetAllRows will check the type.
SkillDataTable->GetRowStruct()->GetName(); What I do
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
};
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow functionWhat I do
-
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
}; -
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow function is ok. I can read all data.
My Question
I create FSkillData in cpp, but name type is SkillData in edit.
Are them the same type? Because GetAllRows will check the type.
I print this , and the type is SkillData.
SkillDataTable->GetRowStruct()->GetName();
Them should be the same typeWhat I do
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
};
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow functionWhat I do
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
};
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow function is ok. I can read all data.
My Question
I create FSkillData in cpp, but name type is SkillData in edit.
Are them the same type? Because GetAllRows will check the type.
SkillDataTable->GetRowStruct()->GetName(); What I do
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
};
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow functionWhat I do
-
create a struct use cpp like
USTRUCT(BlueprintType)
struct FSkillData: public FTableRowBase
{
GENERATED_BODY()UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skill)
FName SkillID;
}; -
I create a data table use that type FSkillData in edit,and add some data.
3.open the table use cpp like
UDataTable* SkillDataTable = LoadObject(this, TEXT(DEF_SKILL_DATA_PATH));
TArray<FSkillData*> LoadSkillDataList;
SkillDataTable->GetAllRows(TEXT(“LoadSkillDataTable”), LoadSkillDataList);
LoadSkillDataList is empty,
4.Use GetRowNames and FindRow function is ok. I can read all data.
My Question
I create FSkillData in cpp, but name type is SkillData in edit.
Are them the same type? Because GetAllRows will check the type.
I print this , and the type is SkillData.
SkillDataTable->GetRowStruct()->GetName();
Them should be the same type, but ue will refletion the FSkillData.
Plz help with this, fight half day for this question.