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Is it not possible to debug C++ Structs?

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;
	
};

Untitled-2

It shows () ?
Everything works as expected but I cant debug it.

Am a bit new to unreal and blueprints, but from my experience ,
you could always try running the debugger in visual studio, far easier to debug c++ in c++ Development environment.

I was quite impressed to see how Visual Studio and Unreal Engine Debuggers work together .
Basically i had break points in C++ and Blueprints.