In Blueprint Actor, can we add a function to update struct parameters through enumeration? This means that for different options of enumeration, we can update the reserved Struct parameters without switching between enumeration and keeping them all The whole is a custom structure with an enumeration and multiple other common parameters. The different options of the enumeration can control which parameters to switch and keep. The reason for raising this question is that when adding parameters to the blueprint actor added to the scene, when the parameters are exposed, changing the value of the enumeration cannot switch the exposure of the parameters. All exposed parameters will be displayed, and some parameters do not need to be changed under different enumeration values. Can a configurable function be added to control which parameters can be exposed,
In other words, it is to add a practical feature that sets temporary visibility. When a parameter is exposed, the visibility of that parameter can be set,
The original function of UE5 was to adjust parameters externally, but this function does not require much functionality. It only needs to temporarily set whether the exposed parameters are visible. The actual function exists, but the parameters are temporarily invisible. When switching enumeration, temporary visibility of the parameters can be set
It seems you are looking for EditCondition
But this only works for structures created in C++.
I know, so I would like to offer my opinion on this matter and inquire if it is possible to add such a feature, as not everyone is willing to write code because having only characters would be tedious
You can* replace the “Defaults” widget used by the engine by default.
PropertyEditor.RegisterCustomPropertyTypeLayout(
"StructProperty",
FOnGetPropertyTypeCustomizationInstance::CreateStatic(
&FMyGlobalStructCustomization::MakeInstance
)
);
And you can (probably) use the “Tooltip” field in blueprint structures to write your custom meta parameters in it, which your customization widget will then use to change its rendering.
*Personally, I’ve changed the soft reference widget before. The structures should change similarly…