USTRUCT(BlueprintType)
struct FCurvePoint {
GENERATED_USTRUCT_BODY()
UPROPERTY()
FVector Location;
UPROPERTY()
FVector Orientation;
UPROPERTY()
FVector Tangent;
};
A variable inside my actor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Curve)
TArray<FCurvePoint> Curve;
I can’t seem to access the variables inside of my USTRUCT. How would I access them?
Do I need to write me a getter?
Hi there,
All you need to do is to expose relevant struct’s members for edition, just like you did with your FCurvePoint
array. Like (for example) so:
USTRUCT(BlueprintType)
struct FCurvePoint
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurvePoint)
FVector Location;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurvePoint)
FVector Orientation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CurvePoint)
FVector Tangent;
};
Cheers,
–mieszko