Struct Made in C++ not showing properties in Blueprint

Why Can’t I edit the 2 Properties in my C++ Defined Struct in my blueprint? I can’t make, Break or do anything besides change the default amount of the Struct array, I need to be able to do this in runtime

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For Further Context:
In my blueprint project, I’m trying to edit a plugin’s C++ Component
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The component has an Array of Structs Defined in the C++ Class that has 2 Parameters
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I made exactly the same struct and it’s working for me, try restarting the editor.
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Ive restarted the Editor multiple times. is it maybe something to do with it being a plugin C++ Class

Hold on I’ll test

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Negative on that, it’s still working.

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What the-, then what do i do?? :moyai:

I would try and figure out why, try creating a similar struct in a regular class and see if you have the same issue.
If no luck then you can try making some sort of static function that takes arguments and returns your struct filled. Basically your own make function.

I shall try but i dont have Unreal Engine C++ Coding knowledge, mostly C#, and Java in a non game development sense

Place this function in your class header

UFUNCTION(BlueprintPure)
	static FBufferedInputEventKeyMapping MakeBufferedInputStruct(FName Name, const TArray<FKey>& Keys)
	{
		FBufferedInputEventKeyMapping NewStruct;
		NewStruct.Name = Name;
		NewStruct.Keys = Keys;

		return NewStruct;
	}

You can use it like so
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This looks and sounds like it will work, thank you.

Although what is a class header :moyai:, the top of the component class?

the .h file you can ideally place it where the struct is defined if there’s a class there, in blueprint you can call it from anywhere.

In my example I added to my character class, in your case you should find a class that is part of your plugin.

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Ok for the record what i did was i oppened this class in visual studio
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in in this .h file
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I pasted the code here:

Let me see if it works

If not ill try go to unreal 4.27’s project folder and edit it there, but im assuming that is where its editing it from in the first place

Also do i just Save and close or is there a step before that i need to do?
I was told my unreal needs to be closed and i compile with control + F5, but that doesnt do anything (or atleast no Visual indicator that it is)

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No dice, didnt work, i put this in my player controller (where the C++ Plugin component is) and nothing changed

That’s strange, I was gonna say to put it inside the InputBuffercomponent class.
Did you close the project, compile and open it again ? sometimes you have to restart the editor, also if you’re compiling with live code, that could be the issue as well, close the project and compile from visual studio.

Sorry for so many questions, how do i compile in Visual Studio?

No worries.
Close your project, and in visual studio go to Build and select build solution, you can also press F6

Thought as much too, but im clearly missing something

do i install this? it needs 3.5GB space and is 900mb big
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I though you’re working on that plugin how did you compile it ?
From this image it seems like you don’t have a project open, just a single file.