How to you make structs breakable in Blueprint?

I made a struct in C++ that’s marked with USTRUCT(BlueprintType) but when I try to break the struct pin in blueprint, it’s not giving me the option.

and this is the struct declaration in C++:

USTRUCT(BlueprintType)
struct FDamageEffectParams
{
	GENERATED_BODY()

	FDamageEffectParams(){}

	UPROPERTY()
	TObjectPtr<UObject> WorldContextObject = nullptr;

	UPROPERTY()
	TSubclassOf<UGameplayEffect> DamageGameplayEffectClass = nullptr;

	UPROPERTY()
	TObjectPtr<UAbilitySystemComponent> Source_AbilitySystemComponent = nullptr;

	UPROPERTY()
	TObjectPtr<UAbilitySystemComponent> Target_AbilitySystemComponent = nullptr;

	UPROPERTY()
	float BaseDamage = 0.f;

	UPROPERTY()
	float AbilityLevel = 1.f;
}

Can someone explain what’s going on here? Why am I not getting the option to break or split the pin?

Simply right click on the blue Return Value pin and click on the Split Struct Pin option :innocent:

Simply right click on the blue Return Value pin and click on the Split Struct Pin option

No dice.

Try enabling your uproperty to be blueprint read & writable from inside the parenthesis

Thanks, that was it. Not sure why I had them as UPROPERTY() only.

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