Hi guys, I am trying to wrap my head around unreals reflection system, and the few documentation that is available seems quite ok, but nevertheless I cant get it to work since my iterator is constantly nullptr… Here is an example code:
don’t have exact answer.
but as far as I know, USTRUCT are created in-place without “new” keyword (handled by GC), also you can’t use a pointer to USTRUCT (only reference, or function returns a pointer to an USTRUCT reference).
hi, thx for your reply, I am kind of aware that you should avoid ‘new’ keyword because of unreals gc at least for unreals own classes, but i thought for this example memory leaks are not in consideration since it compiles fine and even the init of the member works, i thought the error is elsewhere, i personaly think it has something to do with the iterator and the wrong type in the constructor, but I cant figure out whats wrong, drives me crazy:sweat_smile:
For anybody out there who is interested in reflection I found the solution to my problem… 'TFieldIterator < FProperty > ’ is valid for FStructs, not UProperty as template type… it seems that has changed over time bc I never found any hint in the documentation about it and every codesnippet i found via google used UProperty…