Struct to import data tables fails to appear on drop down list

I’m having a problem importing CSVs and using my own custom structs. I want to stick to C++.

I’ve followed the Data Driven Gameplay tutorial, and these concepts are not foriegn to me, as i’ve used a similar concept through most of my game dev career when handling stats and other data tied to objects in the game world. What I’m having a problem with is that my struct derived from FTableRowBase doesn’t show up on the drop down list when I import my csv file.

I’ve made a CSV to go with the following struct

Here is my struct defined in a .h file I intend to use for all my data table structs:

USTRUCT(BlueprintType)
struct FWeaponModuleData : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

public:

	FWeaponModuleData() 
		: NumShots(0)
		, ShotDelay(0.f)
		, ShotType(0)
	{}

	// Shooting stats
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = ShipData)
	int32 NumShots;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = ShipData)
	float ShotDelay;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = ShipData)
	int32 ShotType;

	// Projectile to shoot
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = ShipData)
	TAssetSubclassOf<AProjectile> Projectile;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = ShipData)
	TAssetSubclassOf<AFX> MuzzleFlash;
};

I haven’t updated to 4.10 yet (currently on 4.9.2) but this looks correct to me. The difference might be that so far I’ve only defined data table structs in files also used for an Unreal class. Maybe try defining a struct along with some kind of AActor or UObject. In our project, we’ve got a DataTable manager class that handles reloading data tables at game start. Something like that would be a natural candidate.

That was my thought too, but that didn’t seem to work either. And yeah, the intent was to eventually have some kind of table manager.