I work with Unreal for virtual production. Scenes often need quick adjustments on set in order to meet the creative director’s vision, and I’m building a tool to facilitate that.
My goal is to aggregate properties of a few actors in the scene to be controlled by a single sceneManager actor wich should be the only Actor edited on set.
- This sceneManager needs to have a list of properties (int, float, position, rotation, color…).
- The end user needs to be able to add a property to the list and reference it it to the desired actor and property (eg. add a float and link it to the intensity of the light of a given actor and component)
- When a property is edited in the sceneManager, the referenced property in the scene should be updated and vice-versa.
Basically, I want my sceneManager actor to have a list of pointers to the target properties. I’d like to make these pointers links using either UI elements or a custom blueprint node on the sceneManager. I can’t afford to make a custom blueprint for each actor with an exposed property.
In other words : I’m trying to extend the behavior of AActor pointers to other data types.
eg : when declaring a list of pointers to AActor
- it can be exposed to the UI using UPROPERTY()
- the user can make and break the pointer references using the eyedropper icon in the GUI
I’m trying to code this king of interactions for other types such as int, float, color, position, rotation…
I don’t really know where to start, I’ll be glad if someone can point me in the right direction
I’m fairly new to Unreal but I’m a C++ programmer and I also have experience with Unity