Hello It’s a question for the Unreal4 Editor using 4.19.
(I’m not sure when the problem started. it worked well at least 4.16ver)
Let’s take a example like we have a class PostProcessVolume
That would be like in the code below
class APostProcessVolume : public AVolume, public IInterface_PostProcessVolume
{
…
};
Place this Actor(PostProcessVolume) to any UnrealEngine level and you can see “Overrides” category in the PostProcessVolume’s property window. Which is useful to Override varied rendering features. The Category is mapped with FPostProcessSettings in the code level.
It’s my question here. what if we expand the number of options FPostProcessSettings.
It will be like this very simply
class APostProcessVolume : public AVolume, public IInterface_PostProcessVolume
{
UPROPERTY(EditAnywhere, Category = CustomControl)
FPostProcessSettings Settings1;
UPROPERTY(EditAnywhere, Category = CustomControl)
FPostProcessSettings Settings2;
UPROPERTY(EditAnywhere, Category = CustomControl)
FPostProcessSettings Settings3;
UPROPERTY(EditAnywhere, Category = CustomControl)
FPostProcessSettings Settings4;
UPROPERTY(EditAnywhere, Category = CustomControl)
FPostProcessSettings Settings5;
};
I expect the members will have the category “CustomControl” each…
But It DOES NOT…All of them have the category same “Overrides” means we cannot give them a category each…
Could you let me know the way to solve this? I think it’s changed from 4.19ver.
Thank you.
Jesse.