I’m trying to make a simple saving and loading system for my neural network, so have made a file containing my structs, which has the following USTRUCT
USTRUCT(BlueprintType)
struct FTopology {
GENERATED_USTRUCT_BODY()
// Got these variables so that I can load in different topologies for different purposes
// Makes it easier to train and finetune neural networks as all I need to do is add a new topology for
// a new purpose without having to retrain a massive neural network.
FTopology(FString n, TArray<FNeuralLayer> t) : topologyName(n), Topology(t) {}
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString topologyName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FNeuralLayer> Topology;
};
I found this question that seems similar, which is where I got the original constructor code. I’m not sure what I’m doing wrong, but here is the full error message:
Error C2512 'FTopology::FTopology': no appropriate default constructor available LeapNetUE4 C:\Program Files\Epic Games\UE_4.23\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h 609