//Generated DataTableKey Index to Enum #pragma once UENUM(BlueprintType) enum class EDataTableKey : uint8 { AnimationSet UMETA(DisplayName = "AnimationSet"), CharacterMeshSet UMETA(DisplayName = "CharacterMeshSet"), CharacterUnlock UMETA(DisplayName = "CharacterUnlock"), Effect UMETA(DisplayName = "Effect"), EnemyNpc UMETA(DisplayName = "EnemyNpc"), HapticList UMETA(DisplayName = "HapticList"), Item UMETA(DisplayName = "Item"), ItemSet UMETA(DisplayName = "ItemSet"), LevelObject UMETA(DisplayName = "LevelObject"), Localization UMETA(DisplayName = "Localization"), MeshList UMETA(DisplayName = "MeshList"), Objective UMETA(DisplayName = "Objective"), PlayerCharacter UMETA(DisplayName = "PlayerCharacter"), Skill UMETA(DisplayName = "Skill"), SocketList UMETA(DisplayName = "SocketList"), SoundList UMETA(DisplayName = "SoundList"), Stage UMETA(DisplayName = "Stage"), VfxList UMETA(DisplayName = "VfxList"), }; ENUM_RANGE_BY_FIRST_AND_LAST(EDataTableKey,EDataTableKey::AnimationSet,EDataTableKey::VfxList); static FString EnumToString(EDataTableKey InEnum) { switch (InEnum) { case EDataTableKey::AnimationSet: return TEXT("AnimationSet"); case EDataTableKey::CharacterMeshSet: return TEXT("CharacterMeshSet"); case EDataTableKey::CharacterUnlock: return TEXT("CharacterUnlock"); case EDataTableKey::Effect: return TEXT("Effect"); case EDataTableKey::EnemyNpc: return TEXT("EnemyNpc"); case EDataTableKey::HapticList: return TEXT("HapticList"); case EDataTableKey::Item: return TEXT("Item"); case EDataTableKey::ItemSet: return TEXT("ItemSet"); case EDataTableKey::LevelObject: return TEXT("LevelObject"); case EDataTableKey::Localization: return TEXT("Localization"); case EDataTableKey::MeshList: return TEXT("MeshList"); case EDataTableKey::Objective: return TEXT("Objective"); case EDataTableKey::PlayerCharacter: return TEXT("PlayerCharacter"); case EDataTableKey::Skill: return TEXT("Skill"); case EDataTableKey::SocketList: return TEXT("SocketList"); case EDataTableKey::SoundList: return TEXT("SoundList"); case EDataTableKey::Stage: return TEXT("Stage"); case EDataTableKey::VfxList: return TEXT("VfxList"); default: checkf(false, TEXT("Error")); } return FString(); }