C++ data structure
Now creating a data structure will require us to create a new class, a new C++ class, and we can base it on anything. I like to use Actor as my base.
And as always, ladies first! Oh, I mean header files first. My header file setup is going to be simple, but it is very important, as much counts on that.
GameDataTables.h
Starting with the include
statements as always, and as you can see, nothing fancy, but I have included a new header file that will allow me to manage the data table, which is DataTable.h
:
#include "Engine/DataTable.h" #include "GameFramework/Actor.h" #include "GameDataTables.generated.h"
Then I started to directly build my structs. Remember the ones we created in blueprint? Now it is the time to create ones in C++. I built two structures using the word struct
and the macro USTRUCT
.
The first one is called FWeaponStruct
, which is the type of FTableRowBase
which is the equal of data table asset in a blueprint case. Within this struct...