Hello Everyone,
This is my first post here
I encounter a problem in my code today, I create a map editor for my Puzzle Reflexion Game which saves my levels into a json file.
However, I really don’t unterstand how to use this function… :
https://docs.unrealengine.com/en-US/…t/2/index.html
for (auto it = JsonArray.CreateIterator(); it; ++it)
{
int32 index = it.GetIndex();
TSharedPtr<FJsonValue> value = JsonArray[index];
TSharedPtr<FJsonObject> json = value->AsObject();
if (Level.Name == json->GetStringField("Name")) {
exist = true;
TSharedPtr<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
if (!FJsonObjectConverter::UStructToJsonObject(??, &Level, JsonObject.ToSharedRef(), 0, 0)) {
ret = false;
}
json = JsonObject;
FString OutputString;
TSharedRef< TJsonWriter<> > Writer = TJsonWriterFactory<>::Create(&OutputString);
FJsonSerializer::Serialize(JsonArray, Writer);
ret = FFileHelper::SaveStringToFile(OutputString, *path2);
break;
}
}
To explain this loop, I try to replace a stored save in my json.
Level is an instanciated custom struct, called FLevelStruct, which contains all my levels informations.
I don’t know how I can get an UStruct* from my FLevelStruct…
I hope I can find help here.
In advance, thanks you !
Jason