Does this work? I changed the type of the variables from uint8
to bool
.
USTRUCT(BlueprintType)
struct FFoliageEffectData
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere)
bool bDisabled;
// True to check foliage/ecosystem system for this mesh. False to save frametime.
UPROPERTY(EditAnywhere)
bool bCheckFoliage;
// True to check grass system for this mesh. False to save frametime.
UPROPERTY(EditAnywhere)
bool bCheckGrass;
UPROPERTY(EditAnywhere)
UStaticMesh* FoliageMesh = nullptr;