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Blueprint setted variable didn't set in C++

Hello everyone! So, about the problem. I has variable that declared in C++ code, below you can see it.

 UPROPERTY(EditAnywhere, BlueprintReadWrite)
         TArray<TSubclassOf<UUserWidget>> Slots;

Then, i set value in Blueprint Defaults or just set with Set node (Blueprint child of C++). After that i trying to call from Blueprint function that also decared in C++, and that function used variable above. But instead of using setted blueprint value, its used internal C++.

 // UFUNCTION(BlueprintCallable) void ... ;
        void UWidgetSwitcher::SetActiveWidget(int32 Index) {
              if (Index >= 0 && Index <= Slots.Num()) // Here Slots was read with C++ value, not setted in BP
      {      . . . .   }  }

How can i set that value in Blueprint and let that work in C++ with Blueprint value setted in? I dont want to create&transfer each call value from BP direct to function. Like that:

    void UWidgetSwitcher::SetActiveWidget(int32 Index, TArray<TSubclassOf<UUserWidget>> SSlots;) {
          if (Index >= 0 && Index <= SSlots.Num()){….}

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asked Jul 14 '18 at 08:09 PM in C++ Programming

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avatar image mcleary Jul 17 '18 at 08:47 AM

Can you post a screenshot of the Blueprint you are using? Maybe there is something wrong with that.

avatar image GloryOfNight Jul 20 '18 at 07:45 AM

I'm sorry for taking so long to answer. Here part of BP & C++ code. From other C++ file, but with same problem.

 void UMatch3Instance::SaveProgress() {
     USaver * SaveGameInstance = Cast<USaver>(UGameplayStatics::CreateSaveGameObject(USaver::StaticClass()));
     SaveGameInstance->PlayerBase = PlayerBase;
     SaveGameInstance->PlayerShip = PlayerShip;
     SaveGameInstance->PlayerStock = PlayerStock;
     UGameplayStatics::SaveGameToSlot(SaveGameInstance, TEXT("Slots"), 0);
 void UMatch3Instance::InitializeProgress() {
      USaver * LoadGameInstance = Cast<USaver>(UGameplayStatics::LoadGameFromSlot(TEXT("Slots"), 0));
     if (LoadGameInstance != NULL) {
         PlayerBase = LoadGameInstance->PlayerBase;
         PlayerShip = LoadGameInstance->PlayerShip;
         PlayerStock = LoadGameInstance->PlayerStock;
     else {

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And looks like a found the problem. Problem was in C++ Variables where i tried to write in it.

If you want to write from Blueprint var to C++ you may sure ALL youre vars that working with it has UPROPERY() with or without BlueprintReadWrite.

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answered Jul 20 '18 at 08:07 AM

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avatar image mcleary Jul 20 '18 at 08:44 AM

That is true. Glad you found it.

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