Zrobiłem coś takiego:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include <string>
#include "GameFramework/Actor.h"
#include "ItemParent.generated.h"
#define FIRE 0
#define WATER 1
#define GROUND 2
#define AIR 3
struct Aspect
{
float aspect[4];
FString names[4];
};
USTRUCT(BlueprintType)
struct FItemData
{
GENERATED_BODY()
FItemData() {};
FString name;
Aspect aspect;
};
UCLASS()
class SURVIVALONCPP_API AItemParent : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AItemParent();
FItemData itemData;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere, Category=Options)
FString name;
UFUNCTION(BlueprintImplementableEvent, Category = "Output")
void sendVariables(const FString &itemName);
UFUNCTION(BlueprintImplementableEvent, Category = "Input")
int32 setVariables(const FString &itemName);
};
ale nie pokazuje mi zmiennej "name" w bluepirntach: