@@ -3258,6 +3258,42 @@ UFunction *unreal_engine_add_function(UClass *u_class, char *name, PyObject *py_
32583258 {
32593259 prop = NewObject<UIntProperty>(function, UTF8_TO_TCHAR (p_name), RF_Public);
32603260 }
3261+ else if ((PyTypeObject *)py_return_value == &ue_PyFVectorType)
3262+ {
3263+ UStructProperty *prop_struct = NewObject<UStructProperty>(function, UTF8_TO_TCHAR (p_name), RF_Public);
3264+ prop_struct->Struct = TBaseStructure<FVector>::Get ();
3265+ prop = prop_struct;
3266+ }
3267+ else if ((PyTypeObject *)py_return_value == &ue_PyFRotatorType)
3268+ {
3269+ UStructProperty *prop_struct = NewObject<UStructProperty>(function, UTF8_TO_TCHAR (p_name), RF_Public);
3270+ prop_struct->Struct = TBaseStructure<FRotator>::Get ();
3271+ prop = prop_struct;
3272+ }
3273+ else if ((PyTypeObject *)py_return_value == &ue_PyFLinearColorType)
3274+ {
3275+ UStructProperty *prop_struct = NewObject<UStructProperty>(function, UTF8_TO_TCHAR (p_name), RF_Public);
3276+ prop_struct->Struct = TBaseStructure<FLinearColor>::Get ();
3277+ prop = prop_struct;
3278+ }
3279+ else if ((PyTypeObject *)py_return_value == &ue_PyFColorType)
3280+ {
3281+ UStructProperty *prop_struct = NewObject<UStructProperty>(function, UTF8_TO_TCHAR (p_name), RF_Public);
3282+ prop_struct->Struct = TBaseStructure<FColor>::Get ();
3283+ prop = prop_struct;
3284+ }
3285+ else if ((PyTypeObject *)py_return_value == &ue_PyFTransformType)
3286+ {
3287+ UStructProperty *prop_struct = NewObject<UStructProperty>(function, UTF8_TO_TCHAR (p_name), RF_Public);
3288+ prop_struct->Struct = TBaseStructure<FTransform>::Get ();
3289+ prop = prop_struct;
3290+ }
3291+ else if ((PyTypeObject *)py_return_value == &ue_PyFQuatType)
3292+ {
3293+ UStructProperty *prop_struct = NewObject<UStructProperty>(function, UTF8_TO_TCHAR (p_name), RF_Public);
3294+ prop_struct->Struct = TBaseStructure<FQuat>::Get ();
3295+ prop = prop_struct;
3296+ }
32613297 }
32623298 else if (ue_PyUObject *py_obj = ue_is_pyuobject (py_return_value))
32633299 {
@@ -3286,7 +3322,7 @@ UFunction *unreal_engine_add_function(UClass *u_class, char *name, PyObject *py_
32863322 }
32873323 }
32883324 }
3289- // TODO add native types (like vectors, rotators...)
3325+
32903326 if (prop)
32913327 {
32923328 prop->SetPropertyFlags (CPF_Parm | CPF_OutParm | CPF_ReturnParm);
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