Hi,
I have an Actor Blueprint that defines a UDataTable that I need to access from C++.
I’m able to find and get the corresponding UProperty. A call to GetCppType() returns “UDataTable”.
I’m using the following code to get the UDataTable
UProperty* lProperty = lActor->GetClass()->FindPropertyByName("MyTable");
if (lProperty)
{
UDataTable *lTest = lProperty->ContainerPtrToValuePtr<UDataTable>(lActor);
lTest->GetColumnTitles(); //crash
}
How can I get that UDataTable back?
Thanks