Been bashing my head against the wall for awhile now, hoping somebody will be able to help me here. I have a struct named FWeaponData that extends FTableRowBase:
USTRUCT(BlueprintType)
struct GENERIC_API FWeaponData : public FTableRowBase
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VISUALS")
FString Name;
};
I made a unique asset with a factory named UWeaponDataInstance:
UCLASS(BlueprintType)
class GENERIC_API UWeaponDataInstance : public UObject
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
UWeaponDataInstance(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "DATA")
FWeaponData WeaponData;
};
my problem is that whenever I made a blueprint version of “UWeaponDataInstance” the “FWeaponData” is all grayed out. I’m unable to modify anything in the struct. If I add a property to UWeaponDataInstance I can modify it just fine. Hope that makes sense.
thanks for reading!