Hi,
for gameplay reasons I need to store GameplayTagsQuery in a Struct. But I have a problem, everytime I quit the editor or press the PIE button, my GameplayTagQuery is reseted, and empty.
I know it’s something to do with TArray. But how to avoid this problem ?
Here is the code of my struct :
USTRUCT( BlueprintType )
struct FActionData
{
GENERATED_BODY()
UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = "Action System")
bool Enabled;
UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = "Action System" )
FText DisplayName;
UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = "Action System")
UTexture2D* Icon;
UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = "Action System")
ETriggerType TriggerType;
UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = "Action System")
FGameplayTagQuery Restrictions;
FActionData() {
Enabled = true;
DisplayName = FText::FromString( "Unnamed" );
Icon = NULL;
TriggerType = ETriggerType::TT_FAST;
Restrictions = FGameplayTagQuery();
}
};
If anybody spot what I’m missing here ! Or hints about how to achieve what I want to do !
Thanks in advance