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Using Redirects with C++ Structs?

I’m currently moving a struct declared in c++ called MyStruct from a game project to a new plugin in a UE4.15 project. To facilitate this change not breaking a blueprint I added the following redirector:
+ActiveStructRedirects=(OldStructName=“MyStruct”,NewStructName="/Script/MyPlugin.MyStruct")

This works mostly fine. However I do have a problem with ‘Break MyStruct’ nodes. The pin is getting disconnected, I suspect because the ‘Break MyStruct’ is expecting an explicit MyStruct, rather than a MyPlugin.Mystruct. I figure there’s likely a redirector that I can use to fix up the parameter expected in ‘Break MyStruct’, however I don’t know the proper way to declare such in the .ini.

Ideas are welcome!