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Problems with Set members in struct

Hey all,

I've posted this question in the forums aswell.

I'm having problems setting the values in a struct, within a function. This is the first time I've really worked with them so I'm probably missing something obvious.

I have a base character class, with an "ActorComponent" attached to it called player inventory, which will store the players ammo for certain types of weapons. I also have a base weapon class with a reload function. Below are some pictures hopefully they can clear up what I'm trying to achieve better than I am able to explain it.

This function inside the inventory component that is attached to the character works, and returns the value I set (Here its set to 0, but it's set to 100 on the instance attached to the player).

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This function inside the weapon blueprint works out the reload amount, I had it working when I had a single integer variable for ammo. Each weapon has an Enum called AmmoType.

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And this is the set function, that isn't working, even after reloading, the players ammo stays at what it was set by default (100).

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If I change from a struct to a simple integer, then it works and I am able to set it, but I want to use the struct if possible for flexibility with ammo types.

I hope I explained this well enough, if not just ask and I'll try to clarify anything

I'm using UE4 4.9.2

Thanks in advance.

Product Version: UE 4.9
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asked May 19 '16 at 03:20 AM in Blueprint Scripting

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This question has been answered on the forums. I'll provide the solution incase anyone else has the same issue.

The problem was I was setting a copy of the struct, rather than the actual struct.

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Credit to "Urm92" for the solution

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answered May 19 '16 at 02:13 PM

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avatar image 6r0m Mar 01 '19 at 08:55 AM

in my case I enabled check mark "pass-by-reference" in the function input for copying disable

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