turns-00011.parquet:11036
13435e02f48ac20c29c49d59
turn 9/11gpt-3.5-turbo-0613EnglishRussia169 words
degenerate_repetitionAbsentFinal dense release
USER
convert provided class to UStruct in unreal engine
class RGNWallet {
private:
std::string address;
public:
RGNWallet(std::string address);
const std::string& getAddress();
};ASSISTANT
Here's the converted code for the UStruct `FRGNWallet` in Unreal Engine C++:
```cpp
#pragma once
#include "CoreMinimal.h"
#include "RGNWallet.generated.h"
USTRUCT(BlueprintType)
struct READYGAMESNETWORK_API FRGNWallet
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "ReadyGamesNetwork | Core | Wallets")
FString Address;
FRGNWallet() {}
FRGNWallet(const FString& InAddress)
: Address(InAddress)
{}
const FString& GetAddress() const
{
return Address;
}
};
```
In this code, we define the UStruct `FRGNWallet` where `std::string` is replaced with `FString` for Unreal Engine compatibility. The private member variable `address` is replaced with `UPROPERTY(BlueprintReadOnly) FString Address` to allow access from Blueprint and reflect the property in the Unreal Editor.
The UStruct includes a default constructor `FRGNWallet()` and a parameterized constructor `FRGNWallet(const FString& InAddress)`.
The function `const FString& GetAddress() const` is defined to retrieve the `Address` member variable.
Note that you may need to adjust the `UPROPERTY` macros and include any necessary Unreal Engine header files based on your project structure and needs.