# \#ustruct

**URL:** https://forums.unrealengine.com/tag/ustruct/1483.md

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## [Error C4430: missing type specifier - int assumed. Note: C++ does not support default-int](https://forums.unrealengine.com/t/error-c4430-missing-type-specifier-int-assumed-note-c-does-not-support-default-int/487372)

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**Author:** [@Samathan](https://forums.unrealengine.com/u/Samathan)\
**Replies:** 3\
**Last updated:** [May 9, 2025, 2:06pm UTC](https://forums.unrealengine.com/t/error-c4430-missing-type-specifier-int-assumed-note-c-does-not-support-default-int/487372 "2025-05-09T14:06:20Z")

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Edit: This turned out to be a problem caused by Unreal not including the .generated file when creating the class. I added it in manually and it works fine. I’m trying to define a ustruct in C++ with this code: USTRUCT(…

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## [Soft Reference still being referenced as hard reference](https://forums.unrealengine.com/t/soft-reference-still-being-referenced-as-hard-reference/2487944)

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**Author:** [@Zapking9224](https://forums.unrealengine.com/u/Zapking9224)\
**Replies:** 5\
**Last updated:** [May 3, 2025, 7:31am UTC](https://forums.unrealengine.com/t/soft-reference-still-being-referenced-as-hard-reference/2487944 "2025-05-03T07:31:43Z")

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Hi! So I’m just doing some maintenance on a project I’ve been messing around on and I have a struct that is taking up some memory. I have a soft class reference as my WeaponToSpawn, however, it seems that it is taking up…

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## [Struct paramater in anim notify doesnt save and resets on engine restart](https://forums.unrealengine.com/t/struct-paramater-in-anim-notify-doesnt-save-and-resets-on-engine-restart/2306030)

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**Author:** [@treeese](https://forums.unrealengine.com/u/treeese)\
**Replies:** 0\
**Last updated:** [January 27, 2025, 5:40pm UTC](https://forums.unrealengine.com/t/struct-paramater-in-anim-notify-doesnt-save-and-resets-on-engine-restart/2306030 "2025-01-27T17:40:50Z")

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Hello! So I’ve been creating a system for disabling certain actions during animations (ie making sure you cant attack out of a dodge roll) and I’ve gone about this by creating a struct with a series of bools, then creati…

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## [whats the right way to inherit a USTRUCT?](https://forums.unrealengine.com/t/whats-the-right-way-to-inherit-a-ustruct/387043)

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**Author:** [@mgumley](https://forums.unrealengine.com/u/mgumley)\
**Replies:** 9\
**Last updated:** [January 7, 2025, 11:44am UTC](https://forums.unrealengine.com/t/whats-the-right-way-to-inherit-a-ustruct/387043 "2025-01-07T11:44:43Z")

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I’m trying to inherit a FHitResult, so I can add some extra parameters to it. What I have here mostly works, but when I break the hit result in blueprints, only my two extra variables show, and I cannot see the parent’s …

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## [Templated USTRUCT?](https://forums.unrealengine.com/t/templated-ustruct/354096)

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**Author:** [@MichaelWion](https://forums.unrealengine.com/u/MichaelWion)\
**Replies:** 8\
**Last updated:** [January 7, 2025, 2:01am UTC](https://forums.unrealengine.com/t/templated-ustruct/354096 "2025-01-07T02:01:08Z")

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Is there any way to use templates/generics on USTRUCT objects (or even UCLASS)? For example, something like the following: USTRUCT(Blueprintable, Category = "Scripting|Remote Character|Attributes") template\<typename Ty…

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## [Custom c++ ustruct not showing in editor combo box, where blueprint structs do](https://forums.unrealengine.com/t/custom-c-ustruct-not-showing-in-editor-combo-box-where-blueprint-structs-do/1894419)

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**Author:** [@DFined](https://forums.unrealengine.com/u/DFined)\
**Replies:** 5\
**Last updated:** [June 20, 2024, 7:56am UTC](https://forums.unrealengine.com/t/custom-c-ustruct-not-showing-in-editor-combo-box-where-blueprint-structs-do/1894419 "2024-06-20T07:56:54Z")

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Hi! I’ve been trying to use a custom structure in Niagara. I’ve found that I need to add the structure in the plugin config for Niagara. When I create a struct in the blueprint editor, I can just add it and it basically …

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## [Structs!](https://forums.unrealengine.com/t/structs/1858543)

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**Author:** [@piontek](https://forums.unrealengine.com/u/piontek)\
**Replies:** 0\
**Last updated:** [May 16, 2024, 10:46am UTC](https://forums.unrealengine.com/t/structs/1858543 "2024-05-16T10:46:30Z")

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Hi guys, I have been working a lot with Structs over the last few months and would like to make a few comments that I would like to see in future engine updates as they would make working with Structs a lot easier. Simp…

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## [How do I properly utilize JsonObjectStringToUStruct?](https://forums.unrealengine.com/t/how-do-i-properly-utilize-jsonobjectstringtoustruct/278907)

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**Author:** [@TheAggie](https://forums.unrealengine.com/u/TheAggie)\
**Replies:** 6\
**Last updated:** [February 7, 2024, 8:35pm UTC](https://forums.unrealengine.com/t/how-do-i-properly-utilize-jsonobjectstringtoustruct/278907 "2024-02-07T20:35:55Z")

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I’m trying to take an object from a json http response and convert it to a UStruct. I came across the JsonObjectStringToUStruct function via JsonUtilities.h. While it looks like the solution to my problem, I’m having som…

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## [\[STRUCTS\] How to fix warning "The identifier 'GENERATED\_USTRUCT\_BODY' was detected in a block being skipped. Was this intentional?"](https://forums.unrealengine.com/t/structs-how-to-fix-warning-the-identifier-generated-ustruct-body-was-detected-in-a-block-being-skipped-was-this-intentional/755064)

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**Author:** [@L.F.A](https://forums.unrealengine.com/u/L.F.A)\
**Replies:** 12\
**Last updated:** [October 26, 2023, 7:28pm UTC](https://forums.unrealengine.com/t/structs-how-to-fix-warning-the-identifier-generated-ustruct-body-was-detected-in-a-block-being-skipped-was-this-intentional/755064 "2023-10-26T19:28:00Z")

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Hi there, I am trying to create a struct consisting of a few parameters. However, when compiling the solution, the mentioned warning occurs. Here is a snippet of the code. Any help is appreciated: USTRUCT(BlueprintType…

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## [Conditional Replication within UStruct Properties?](https://forums.unrealengine.com/t/conditional-replication-within-ustruct-properties/455665)

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**Author:** [@atanknomore](https://forums.unrealengine.com/u/atanknomore)\
**Replies:** 1\
**Last updated:** [November 21, 2023, 11:38am UTC](https://forums.unrealengine.com/t/conditional-replication-within-ustruct-properties/455665 "2023-11-21T11:38:36Z")

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A bit of a dummy question today but is there a way to declare conditional replication for UProperties inside UStructs? At the moment I understand that only NotReplicated specifiers are natively supported. How could this…

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## [How can FVector pretends as USTRUCT?](https://forums.unrealengine.com/t/how-can-fvector-pretends-as-ustruct/408928)

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**Author:** [@Rexion\_ize](https://forums.unrealengine.com/u/Rexion_ize)\
**Replies:** 4\
**Last updated:** [August 29, 2023, 8:58am UTC](https://forums.unrealengine.com/t/how-can-fvector-pretends-as-ustruct/408928 "2023-08-29T08:58:12Z")

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In Vector.h, FVector isn’t declared as USTRUCT. But in Blueprint, it works as USTRUCT. How is it possible? Can I make a similar one?

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## [How to properly insert Engine-Default Enums in FStructs](https://forums.unrealengine.com/t/how-to-properly-insert-engine-default-enums-in-fstructs/436545)

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**Author:** [@atanknomore](https://forums.unrealengine.com/u/atanknomore)\
**Replies:** 3\
**Last updated:** [July 23, 2023, 2:06pm UTC](https://forums.unrealengine.com/t/how-to-properly-insert-engine-default-enums-in-fstructs/436545 "2023-07-23T14:06:22Z")

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I’m trying to make an FStruct to facilitate Function Input communication for Tracing. I’m using the instructions from this page: Here’s the .h USTRUCT(BlueprintType) struct FMakeTraceInfo //Declaration. This Struct i…

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## [How to find out binary size of a UStruct?](https://forums.unrealengine.com/t/how-to-find-out-binary-size-of-a-ustruct/485929)

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**Author:** [@k\_a\_s\_s\_k\_a\_s\_s](https://forums.unrealengine.com/u/k_a_s_s_k_a_s_s)\
**Replies:** 1\
**Last updated:** [July 12, 2023, 1:13pm UTC](https://forums.unrealengine.com/t/how-to-find-out-binary-size-of-a-ustruct/485929 "2023-07-12T13:13:46Z")

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For a given dynamically-sized serializable USTRUCT, i.e. USTRUCT() FSomeStruct { GENERATED\_BODY() UPROPRETY() TArray\<float\> SomeData; UPROPRETY() FString SomeString; friend FArchive& operator\<\< (FAr…

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## [PostInitProperties funcitonality for a USTRUCT](https://forums.unrealengine.com/t/postinitproperties-funcitonality-for-a-ustruct/425135)

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**Author:** [@Ben0nator](https://forums.unrealengine.com/u/Ben0nator)\
**Replies:** 8\
**Last updated:** [July 3, 2023, 8:40pm UTC](https://forums.unrealengine.com/t/postinitproperties-funcitonality-for-a-ustruct/425135 "2023-07-03T20:40:14Z")

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I’m trying to create a new BlueprintType with a USTRUCT. I expect to be able to do the following: Make new variable in a blueprint (with my new type) Set defaults for the new variable (in the blueprint) The other membe…

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## [How to replace BP enums and structs with c++?](https://forums.unrealengine.com/t/how-to-replace-bp-enums-and-structs-with-c/364319)

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**Author:** [@ArtIntell](https://forums.unrealengine.com/u/ArtIntell)\
**Replies:** 16\
**Last updated:** [November 11, 2022, 5:55am UTC](https://forums.unrealengine.com/t/how-to-replace-bp-enums-and-structs-with-c/364319 "2022-11-11T05:55:10Z")

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How to replace blueprints structures and enums with C++ analogue? I know how to create c++ enums and structs that will be visible to BP, but I cannot find the way to replace references to existing objects :frowning: And …

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## [UE 4.5.1 Saving Loading Custom USTRUCT()](https://forums.unrealengine.com/t/ue-4-5-1-saving-loading-custom-ustruct/298098)

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**Author:** [@ErraOfWar](https://forums.unrealengine.com/u/ErraOfWar)\
**Replies:** 3\
**Last updated:** [October 29, 2022, 4:45pm UTC](https://forums.unrealengine.com/t/ue-4-5-1-saving-loading-custom-ustruct/298098 "2022-10-29T16:45:03Z")

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I am currently making a login/registering system for my game and i am following along with Rama’s “Custom Save Systems, Write Any Data to Compressed Binary Files”. I am was wondering if it was possible and how if i can s…

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## [Can't break USTRUCT](https://forums.unrealengine.com/t/cant-break-ustruct/301814)

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**Author:** [@Nice\_Rain](https://forums.unrealengine.com/u/Nice_Rain)\
**Replies:** 6\
**Last updated:** [June 9, 2022, 12:41pm UTC](https://forums.unrealengine.com/t/cant-break-ustruct/301814 "2022-06-09T12:41:25Z")

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I’ve declared a USTRUCT in C++, and I am trying to access it in UE4. It was working fine in 4.5 (I could break the struct and access the variables). In fact, it still works, if I copy/paste the break node that I already …

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## [Why are Structures so painful to use!?](https://forums.unrealengine.com/t/why-are-structures-so-painful-to-use/543602)

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**Author:** [@isikdev](https://forums.unrealengine.com/u/isikdev)\
**Replies:** 1\
**Last updated:** [April 29, 2022, 8:53pm UTC](https://forums.unrealengine.com/t/why-are-structures-so-painful-to-use/543602 "2022-04-29T20:53:23Z")

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Hey. I actually love using structures, but I was wondering why do they cause compiling errors if I were to add something new to them? What’s the reason behind it? I’d love some detailed explanation if anyone knows!

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## [Set/Get UProperty inside of USTRUCT directly](https://forums.unrealengine.com/t/set-get-uproperty-inside-of-ustruct-directly/315239)

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**Author:** [@szyszek](https://forums.unrealengine.com/u/szyszek)\
**Replies:** 7\
**Last updated:** [December 5, 2018, 3:14am UTC](https://forums.unrealengine.com/t/set-get-uproperty-inside-of-ustruct-directly/315239 "2018-12-05T03:14:53Z")

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Hi, I’d like to set&get ustruct property value. What I have is UProperty\* Property - property that I want to get (float) UObject\* PropertyOwner - owner of this property (UStruct in this case) For example: I’m trying …

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## [Delegate Broadcasted from UStruct and Subscribed from UClass](https://forums.unrealengine.com/t/delegate-broadcasted-from-ustruct-and-subscribed-from-uclass/491487)

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**Author:** [@anil021](https://forums.unrealengine.com/u/anil021)\
**Replies:** 0\
**Last updated:** [December 1, 2021, 5:06pm UTC](https://forums.unrealengine.com/t/delegate-broadcasted-from-ustruct-and-subscribed-from-uclass/491487 "2021-12-01T17:06:30Z")

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Hello, I have a ustruct to hold some attributes like health. Whenever a change occurs in this attribute, I wan’t to fire a delegate. Subscribed uobjects will act differently depending on their function. For a brief examp…

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## [Returning Reference to Structure Not Working!](https://forums.unrealengine.com/t/returning-reference-to-structure-not-working/489673)

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**Author:** [@AngularRat](https://forums.unrealengine.com/u/AngularRat)\
**Replies:** 1\
**Last updated:** [October 13, 2021, 11:15pm UTC](https://forums.unrealengine.com/t/returning-reference-to-structure-not-working/489673 "2021-10-13T23:15:27Z")

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I have a TArray of USTRUCTs. I use these to draw a bunch of rectangles, and it works fine. All is exposed to Blueprints as well, which is where the problem is. I have a function (FindRoomById) that gets a particular U…

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## [Possible to use BlueprintAssignable dynamic multicast delegate in USTRUCT?](https://forums.unrealengine.com/t/possible-to-use-blueprintassignable-dynamic-multicast-delegate-in-ustruct/459062)

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**Author:** [@StefanHohnwald](https://forums.unrealengine.com/u/StefanHohnwald)\
**Replies:** 2\
**Last updated:** [September 18, 2021, 12:19pm UTC](https://forums.unrealengine.com/t/possible-to-use-blueprintassignable-dynamic-multicast-delegate-in-ustruct/459062 "2021-09-18T12:19:47Z")

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Greetings. I have a problem making blueprintassignable dynamic delegates of a USTRUCT visible in blueprint. Simple example case: DECLARE\_DYNAMIC\_MULTICAST\_DELEGATE\_OneParam(FTestDel, bool, bTest); USTRUCT(BlueprintTy…

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## [Expose struct operators to Blueprint](https://forums.unrealengine.com/t/expose-struct-operators-to-blueprint/462920)

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**Author:** [@LordStuff](https://forums.unrealengine.com/u/LordStuff)\
**Replies:** 5\
**Last updated:** [August 28, 2021, 7:07pm UTC](https://forums.unrealengine.com/t/expose-struct-operators-to-blueprint/462920 "2021-08-28T19:07:50Z")

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Hi there! I have structs defined in c++ and want to expose custom operators to Blueprint (like at least adding two structs). Is this even possible? I can’t mark them as UFUNCTION as USTRUCT cannot have those. Thanks a…

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## [Copy enums from struct to struct](https://forums.unrealengine.com/t/copy-enums-from-struct-to-struct/487849)

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**Author:** [@VesperDuck](https://forums.unrealengine.com/u/VesperDuck)\
**Replies:** 0\
**Last updated:** [August 23, 2021, 3:46am UTC](https://forums.unrealengine.com/t/copy-enums-from-struct-to-struct/487849 "2021-08-23T03:46:42Z")

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Hey all, I’ve got a pair of structs which both inherit from the same parent, and both have the same enum UProperties inherited from the parent, of which there are at least 20+ enum properties, and at some points, I want…

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## [UObject vs UStruct vs An Alternative?](https://forums.unrealengine.com/t/uobject-vs-ustruct-vs-an-alternative/482450)

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**Author:** [@22u\_79](https://forums.unrealengine.com/u/22u_79)\
**Replies:** 9\
**Last updated:** [April 29, 2021, 1:54pm UTC](https://forums.unrealengine.com/t/uobject-vs-ustruct-vs-an-alternative/482450 "2021-04-29T13:54:06Z")

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I am currently trying to basically make my own type of variable, in form of a class. It is meant to store the in-game stats of actors of any kind. Like for example Health, Speed, or maybe just the Damage or Mana-Cost of …

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## [Issue on serialize FTransform Property to byte stream](https://forums.unrealengine.com/t/issue-on-serialize-ftransform-property-to-byte-stream/479370)

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**Author:** [@Asahi\_86](https://forums.unrealengine.com/u/Asahi_86)\
**Replies:** 3\
**Last updated:** [February 25, 2021, 4:31pm UTC](https://forums.unrealengine.com/t/issue-on-serialize-ftransform-property-to-byte-stream/479370 "2021-02-25T16:31:23Z")

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I have made a UStruct like this: USTRUCT(BlueprintType) struct FTestLocation { GENERATED\_BODY() UPROPERTY() int32 Value = 0; UPROPERTY() FTransform Transfrom; UPROPERTY() float Value2 = 0; }; And I am trying …

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## [USTRUCT has no appropriate default constructor](https://forums.unrealengine.com/t/ustruct-has-no-appropriate-default-constructor/476460)

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**Author:** [@AgentArachnid66](https://forums.unrealengine.com/u/AgentArachnid66)\
**Replies:** 1\
**Last updated:** [February 15, 2021, 9:01am UTC](https://forums.unrealengine.com/t/ustruct-has-no-appropriate-default-constructor/476460 "2021-02-15T09:01:39Z")

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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…

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## [Struct with member tarray of itself](https://forums.unrealengine.com/t/struct-with-member-tarray-of-itself/478742)

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**Author:** [@PrettyTrue](https://forums.unrealengine.com/u/PrettyTrue)\
**Replies:** 1\
**Last updated:** [February 13, 2021, 10:08pm UTC](https://forums.unrealengine.com/t/struct-with-member-tarray-of-itself/478742 "2021-02-13T22:08:29Z")

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In standard C++, we can use vectors and maps as a means of a tree structure struct Foo { Foo(); std::vector\<Foo\> subfoos; }; But TArray/TMap cannot do this (by design). Is there a standard approach for handling…

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## [USTRUCT works in blueprint not in editor](https://forums.unrealengine.com/t/ustruct-works-in-blueprint-not-in-editor/477118)

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**Author:** [@AgentArachnid66](https://forums.unrealengine.com/u/AgentArachnid66)\
**Replies:** 1\
**Last updated:** [January 12, 2021, 6:25pm UTC](https://forums.unrealengine.com/t/ustruct-works-in-blueprint-not-in-editor/477118 "2021-01-12T18:25:57Z")

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I’ve been working with this struct a for a while now, but needed to add a new variable to it, but for some reason I can’t access it from the details panel. Here is my code: USTRUCT(BlueprintType) struct FNeuron { GEN…

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## [USTRUCT constructor argument in Blueprint](https://forums.unrealengine.com/t/ustruct-constructor-argument-in-blueprint/477150)

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**Author:** [@GenerationLost](https://forums.unrealengine.com/u/GenerationLost)\
**Replies:** 0\
**Last updated:** [January 12, 2021, 4:22pm UTC](https://forums.unrealengine.com/t/ustruct-constructor-argument-in-blueprint/477150 "2021-01-12T16:22:49Z")

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I’ve found nothing regarding my question, so I ask it here: Is it possible to “Make Struct” within Blueprints and provide arguments to the struct’s constructors if there’s more than the default constructor? The “Make St…

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