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How to use C++ class as variable in Data Table?

I created a base c++ class for my items, let's call it ABaseItem. It have the following code:

 UCLASS(Blueprintable, BlueprintType)
 class BEBRAVE_API ABaseItem : public AActor
     UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Base Item")
     FName Name;
     UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Base Item")
     FText Description;
     UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Base Item")
     UStaticMeshComponent* StaticMesh;
     // Sets default values for this actor's properties
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;

Now I'm creating Data Table struct like this:

 USTRUCT(Blueprintable, BlueprintType)
 struct FInventory : public FTableRowBase
     UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Character Iventory")
     FString Id;
     UPROPERTY(BlueprintReadWrite, EditAnywhere)
     int32 Amount;
     UPROPERTY(BlueprintReadWrite, EditAnywhere)
     ABaseItem* Item;

But when I'm creating Data Table of this struct each variable are shown, except of Item variable. What I'm doing wrong?

Product Version: UE 4.13
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asked Oct 04 '16 at 08:15 AM in C++ Programming

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Because your datatable (an asset) cannot reference instantiated actors (maybe from a world ?). If, maybe, you wanted to allow to select a class inheriting from ABaseItem, you can use TSubClassOf.

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answered Oct 04 '16 at 10:08 AM

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