Dynamic Blueprint Options?

Not sure what to really call this idea - but I am looking for ideas on how to get it done :slight_smile:

I want to create an actor that has material options - now I have a datatable of materials that’s around 800 materials and growing - they are separated by a material type flag (like Cloth, Metal, etc) and I want to be able to offer up those flags to my blueprint for the level designer - so he can - for instance - drop in an actor, set it to “Mailbox” and choose “Metal” from the main material option and then be presented with all of the “Metal” materials I have in the datatable… now it’s actually more complicated than that, this is just my example to try and explain :slight_smile:

now I know I can create an Enum of my material types and put that in a drop down, I also know I can grab the row names (which are my material names as well) from the datatable and sort them by that choice

what I don’t know how to do is now present the result as a drop down list for my level designer

what I’d like to avoid is having to create an Enum of ALL my materials in the datatable :slight_smile: mainly because it’s 800+ long and also it’s still growing so that’d be another list I’d have to maintain adding things

Thanks for any ideas!

Hi, if this actor already exists in your level, then I would go with editor scripting and create an editor utility widget. Scripting the Unreal Editor using Blueprints | Unreal Engine 5.3 Documentation

If you use an editor utility widget, then you could use a “ComboBox (String)” inside UMG.
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I created this editor utility widget for my quest system to make it easier for me to see and set the relevant variables.

Interesting - I’ll check that idea out! thanks!

OK I’m halfway done with exactly what I need - thanks for turning me onto the Editor Utility Widgets! I’m going to be getting into a lot of trouble now! LOL

Thanks!