Dynamic Enums or Custom Drop Downs for the Details Panels

Currently I am able to make manual enums that I can Use to configure certain Systems, Monsters/Treasure/NPC Types ETC. But the issue is when making modifications to my system these may expand. I wonder if there could be a custom drop down that could be populated dynamically by Customization options with an IDed and Named indexes…



If there is something like that already please let me know.

Thank you,

You could use a class pointer and it will show a combo of all classes derived from a particular parent. Or you could use a name property, and use a details customization to have a combo box with certain options.

Hm, how would this be doable?
I’m trying to have a byte which can be set to a number. Depending on this number I want to show a dropdown menu (dynamic enum??) with e.g. numbers from 1 to ‘byte-number’. This dropdown list would need to change dynamically when changing the byte.
This all shall take place in the details panel in the editor (PostEditChangeProperty()…).

I don’t have any ideas so far : s.

in 4.9, you can expose FDataTableRowHandle and FDataTableCategoryHandle inside DataTable.h

just change their USTRUCT() to USTRUCT(BlueprintType), then you can use them as an exposed blueprint property, and it will give you a drop down list of all the row names. (the category handle will give you drop down lists of other columns)

Wait. How does that work? Can you give a pure C++ example of turning Data Table rows into a drop down picker.

Blueprint: Helpful BP Functions - Community Content, Tools and Tutorials - Unreal Engine Forums