I’ve been trying to solve this problem for a while and i finally got the idea why it didn’t work.
**MyGameplayTypes.h**
#pragma once
#include "MyGameplayTypes.generated.h"
UENUM(BlueprintType)
enum class ETileType : uint8
{
Border,
Hole,
Neutral,
Player,
Enemy,
MAX
};
**MyGameSettings.h**
#pragma once
#include "GameFramework/Actor.h"
#include "MyGameplayTypes.h" //<-- THERE, project compiles fine without this include, but if i don't include this header, the array in BP show only numbers instead of enum names. It was also included in Main.h project file.
#include "MyGameSettings.generated.h"
UCLASS(Blueprintable)
class BLABLA_API UMyGameSettings : public UObject
{
GENERATED_BODY()
public:
UMyGameSettings(const FObjectInitializer& OI);
UPROPERTY(EditAnywhere, Category = "GameSettings")
UStaticMesh* TileMeshes[ETileType::MAX];
};
Sorry for the delay. Are you still experiencing this issue?
I haven’t been able to reproduce the same behavior on my end, so if you could, please recreate the issue in a clean test project and provide me with a download so I can take a closer look.
Hey, strangely everything is fine in clean project, even now when i removed the include in the old project it works fine. Maybe it had something to do with the cached files or sth but i tried to clean, rebuild, removing files manually and nothing worked until i included the “types” header in “gamesettings” file.
Glad to hear that it’s working properly in a clean project. Let me know if the issue pops up again in the clean project and we can continue to investigate if needed, but since it’s working in a clean project I do not believe that this issue is a bug at this time.