I created the following json file. I tried to create a data table from it, but a parsing error occurred. I changed UPaperSprite to FString in the Sprite path just in case, but the error still appears. Where should I fix?
{
"Name": "Bulgogi",
"FoodSprite": "/Game/Asset/Food/bulgogi_Sprite.bulgogi_Sprite",
"TileInfos": [
{
"Row": 1,
"Col": 1,
"Sprite": "/Game/Asset/Grocery/garlic_Sprite.garlic_Sprite"
},
{
"Row": 1,
"Col": 2,
"Sprite": "/Game/Asset/Grocery/oil_Sprite.oil_Sprite"
},
{
"Row": 1,
"Col": 3,
"Sprite": "/Game/Asset/Grocery/pepper_Sprite.pepper_Sprite"
},
{
"Row": 2,
"Col": 3,
"Sprite": "/Game/Asset/Grocery/onion_Sprite.onion_Sprite"
},
{
"Row": 2,
"Col": 2,
"Sprite": "/Game/Asset/Grocery/meat_Sprite.meat_Sprite"
},
{
"Row": 2,
"Col": 1,
"Sprite": "/Game/Asset/Grocery/pepper_Sprite.pepper_Sprite"
},
{
"Row": 3,
"Col": 1,
"Sprite": "/Game/Asset/Grocery/garlic_Sprite.garlic_Sprite"
},
{
"Row": 3,
"Col": 2,
"Sprite": "/Game/Asset/Grocery/onion_Sprite.onion_Sprite"
},
{
"Row": 3,
"Col": 3,
"Sprite": "/Game/Asset/Grocery/oil_Sprite.oil_Sprite"
},
{
"Row": 4,
"Col": 3,
"Sprite": "/Game/Asset/Grocery/meat_Sprite.meat_Sprite"
},
{
"Row": 4,
"Col": 2,
"Sprite": "/Game/Asset/Grocery/onion_Sprite.onion_Sprite"
},
{
"Row": 4,
"Col": 1,
"Sprite": "/Game/Asset/Grocery/meat_Sprite.meat_Sprite"
}
]
}
#pragma once
#include "CoreMinimal.h"
#include "PaperSprite.h"
#include "TileInfoStruct.h"
#include "Engine/DataTable.h"
#include "FoodStruct.generated.h"
USTRUCT(BlueprintType)
struct FFoodStruct : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPaperSprite* FoodSprite;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FTileInfoStruct> TileInfos;
};
#pragma once
#include "CoreMinimal.h"
#include "PaperSprite.h"
#include "Engine/DataTable.h"
#include "TileInfoStruct.generated.h"
USTRUCT(BlueprintType)
struct FTileInfoStruct : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 Row;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 Col;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UPaperSprite* Sprite;
};