I created a base c++ class for my items, let’s call it ABaseItem. It have the following code:
UCLASS(Blueprintable, BlueprintType)
class BEBRAVE_API ABaseItem : public AActor
{
GENERATED_UCLASS_BODY()
protected:
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Base Item")
FName Name;
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Base Item")
FText Description;
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Base Item")
UStaticMeshComponent* StaticMesh;
public:
// Sets default values for this actor's properties
ABaseItem();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
};
Now I’m creating Data Table struct like this:
USTRUCT(Blueprintable, BlueprintType)
struct FInventory : public FTableRowBase
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Character Iventory")
FString Id;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int32 Amount;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
ABaseItem* Item;
};
But when I’m creating Data Table of this struct each variable are shown, except of Item variable. What I’m doing wrong?