I want to hold an array of multiple data values of different types, so thinking back to my UDK days I figured just make a struct and then an array of that struct but now im not so sure.
My objective is to allow the user working with blueprints to set transition data for some objects something like:
Note the ‘F’ prefix on the struct name. This is required for all USTRUCTs by Unreal’s reflection system (or anyway was until recently and I don’t think has changed).
but that apparently only happens when the item is added to the array of “reset” with the yellow arrow, but all the internal values have their own yellow arrows that reset them to the type’s default.
Is there a way to “Construct” the struct with default values?
and jwatte:
Basically the compiler told me my class declaration was ilegal or something and then all the functions on the cpp had a left of -> need a valid reference pointer complain, as if the class was never declared I guess.
Not a c++ guy, had an intro class and we never touched object oriented, just spaguetti threaded sequential code so sorry if I sound like a total iriet
lol has the same effect, guess it could just be either a bug or something not supported yet, either way thanks for the info, looks a lot cleaner than what I had before
k did some more digging and I think I found a much better way to deal with what I am trying to do.
CURVES
Digging into the class right now but if what I suspect is true, I dont have to hold an array, I can literally let the user define the values on a curve and just retrieve the values based on the elapsed time. Making blends and loops much easier to deal with and hopefully less stress on the process. It also makes cloning behaviors a lot easier.
Curves are awesome for the use cases where they work!
I use them for things like “size of growing things based on time since spawn” and “tint color based on amount of damage.”