How to use USTRUCTs from plugin project?

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.

upupupupup

upupupupup

Still not resolved

Still not resolved

Make sure the plugin header is in the Public subfolder, then include it from your game file as you would any other.
You will probably need to add the plugin module explicitly to your dependencies in your game’s .build.cs file too I’d imagine.

Hopefully this will help a future Googler who lands here: make sure the plugin is Enabled in the editor (see the Edit → Plugin menu)