Many thanks … : ) , … it does the job and things works fine.
UE_LOG(LogTemp, Warning, TEXT(" Type is %s on y position: %s"), *ItemInfoRow->itemType.ToString(), *ItemInfoRow->ypos.ToString());
output log:
LogTemp: Warning: Type is wall on y position: 1
LogTemp: Warning: Type is wall on y position: 1
LogTemp: Warning: Type is wall on y position: 1
LogTemp: Warning: Type is wall on y position: 2
LogTemp: Warning: Type is wall on y position: 2
NOTE: If someone wonder of what is “FItemInformation” data type in the solution,
I already made a c++ class based on DataTable called “FItemInformation” and define same structure variables inside it`s .h file:Then #include “FItemInformation.h” to my main file.
pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "FItemInformation.generated.h"
USTRUCT(BlueprintType)
struct FItemInformation : public FTableRowBase
{
GENERATED_USTRUCT_BODY()
public:
FItemInformation() {
}
UPROPERTY(EditAnywhere)
FText itemNumber;
UPROPERTY(EditAnywhere)
FText xpos;
UPROPERTY(EditAnywhere)
FText ypos;
UPROPERTY(EditAnywhere)
FText zpos;
UPROPERTY(EditAnywhere)
FText xrot;
UPROPERTY(EditAnywhere)
FText yrot;
UPROPERTY(EditAnywhere)
FText zrot;
UPROPERTY(EditAnywhere)
FText itemType;
UPROPERTY(EditAnywhere)
FText option01;
UPROPERTY(EditAnywhere)
FText option02;
UPROPERTY(EditAnywhere)
FText option03;
};
UCLASS()
class NETWORKDIRECT_API UFItemInformation : public UDataTable
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
FItemInformation ItemInformation;
};