Hi.
I have project with another project as plugin.
How can I use in main project USTRUCT, which defined in C++ code of the plugin project?
Now I declared in plugin project:
*.h file:
USTRUCT(BlueprintType)
struct SQLITE3UE4PLUGIN_API FSQLiteTableField
{
GENERATED_USTRUCT_BODY()
/** String with piece if SQL script*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString ResultStr = "";
/** Field name*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString FieldName = "";
/** Field type*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString FieldType = "";
/** Field value*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString FieldValue = "";
};
USTRUCT(BlueprintType)
struct SQLITE3UE4PLUGIN_API FSQLiteTableRowSimulator
{
GENERATED_USTRUCT_BODY()
/** Index name*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Index")
TArray<FSQLiteTableField> rowsOfFields;
};
and in main project:
*.h file:
USTRUCT(BlueprintType)
struct MYGAME_API FSQLiteTableField1
{
GENERATED_USTRUCT_BODY()
/** String with piece if SQL script*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString ResultStr = "";
/** Field name*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString FieldName = "";
/** Field type*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString FieldType = "";
/** Field value*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Table Field")
FString FieldValue = "";
};
USTRUCT(BlueprintType)
struct MYGAME_API FSQLiteTableRowSimulator1
{
GENERATED_USTRUCT_BODY()
/** Index name*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SQLite Index")
TArray<FSQLiteTableField1> rowsOfFields;
};
and .cpp file:
FSQLiteTableRowSimulator1 AMyNativePlayerController::IndexGameObjectsAndPutToDB(const TArray<FString> Paths, const FString TableName
) {
FSQLiteTableRowSimulator1 r;
return r;
}
And, as I expected, these two USTRUCTs - FSQLiteTableRowSimulator1 and FSQLiteTableRowSimulator - not compatible in BP Editor.
How can I access FSQLiteTableRowSimulator from main project?
Thank you.