UCLASS()
class SPELLINGMATE_API USpellingMateGameInstanceSub : public UGameInstanceSubsystem
{
GENERATED_BODY()
};
struct FWordStruct;
USTRUCT(BlueprintType,meta = (HiddenByDefault))
struct FWordStruct
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite)
FString Word;
UPROPERTY(BlueprintReadWrite)
float DisplayTime = 4.5;
UPROPERTY(BlueprintReadWrite)
int32 Stars;
UPROPERTY(BlueprintReadWrite)
int32 Tested;
UPROPERTY(BlueprintReadWrite)
int32 Correct;
UPROPERTY(BlueprintReadWrite)
int32 Incorrect;
UPROPERTY(BlueprintReadWrite)
int32 Chain;
UPROPERTY(BlueprintReadWrite)
bool NewStar0 = true;
UPROPERTY(BlueprintReadWrite)
bool NewStar1 = true;
UPROPERTY(BlueprintReadWrite)
bool NewStar2 = true;
UPROPERTY(BlueprintReadWrite)
bool NewStar3 = true;
UPROPERTY(BlueprintReadWrite)
bool NewStar4 = true;
UPROPERTY(BlueprintReadWrite)
int32 TestedTodayInt;
UPROPERTY(BlueprintReadWrite)
int32 CorrectToday;
UPROPERTY(BlueprintReadWrite)
int32 IncorrectToday;
};
USTRUCT(BlueprintType,meta = (HiddenByDefault))
struct FProfileStruct
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite)
TArray<FWordStruct> WordArray;
UPROPERTY(BlueprintReadWrite)
TArray<FWordStruct> TempWordArray;
UPROPERTY(BlueprintReadWrite)
FString Player;
UPROPERTY(BlueprintReadWrite)
int32 StarCount;
UPROPERTY(BlueprintReadWrite)
int32 WordCount;
UPROPERTY(BlueprintReadWrite)
bool ShowTutorial = true;
UPROPERTY(BlueprintReadWrite)
bool ShowCountdown = true;
};
It shows () ?
Everything works as expected but I cant debug it.