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TArray = type must be a UCLASS, USTRUCT or UENUM-

Hello, I've got a blueprinttype struct with various UProperty data in it. Then on the Enemy class I have:

 UPROPERTY(EditAnywhere) TArray<struct FEnemyAttack> Attacks;

It's worked perfectly up until upgrading to 4,17. Now it gives the following error:

 StateError Unrecognized type 'FEnemyAttack' - type must be a UCLASS, USTRUCT or UENUM

I've tried including the struct header to this Enemy.h, and including it to the main Project.h. I can't figure out how to get this working again.

Any suggestions?

Product Version: UE 4.17
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asked Sep 27 '17 at 10:00 PM in C++ Programming

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1 answer: sort voted first

Inside your header file, try to declare your struct then use it in a TArray like this

 struct FTestStruct
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TestStruct")
         FString strValue;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TestStruct")
         FTransform transformValue;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SaveLoadData")
         float floatValue;
 TArray <FTestStruct>  testStructArray;

Note that you should leave no space inside angle brackets. You got this error becasue if i remember it right, new version demand that if you use a function that exposed to blueprint, enum have to be exposed to blueprint as well.

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answered Sep 28 '17 at 03:35 AM

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avatar image Juice-Tin Sep 28 '17 at 02:53 PM

It is already exposed to blueprint though. Edit: I found out the real problem... There was an include-loop, causing that incorrect error report

My class with most of the structs "CustomStructs.h" has a a parameter somewhere like this:

     UPROPERTY(EditAnywhere, Category = "AKQ_Interaction") TMap<TSubclassOf<class AEnemy>, int32> EnemySpawns;

All of a sudden UE4 is saying that AEnemy is undefined. So because of that I included Enemy.h at the top. I figured there was some sort of loop going on, since my Structs.h was including Enemy.h, and my Enemy.h was now including my Structs.h

I moved the whole struct that needed to include Enemy.h into another file, which broke the loop, and made everything work!

Although there was a different solution, thanks for the answer. I'll mark it as correct as it may be a valid answer for someone else with a similar problem.

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