I have this situation where several actors are only spawned runtime.
At the moment when i want to change some vars on these actors, i must open the blueprint editor, goto detail panel and change some vars.
It would be very handy - workflow wise - to be able to change these vars directly in a details panel that’s attached to the content-browser.
Also for comparing 2 or more assets in the content browser, it would be handy to be able to open several detail panels.
(Like its now already possible for actors placed in the world.)
I hope i explained this all correctly.
Is it possible to implement this feature (if more people would like to have this and if Epic finds this convenient ), or is this already possible and missed i something???
Uhm, what i mean is a detail panel for assets in the content-browser, instead of the world outliner.
This way, actors that aren’t placed in the world (e.g. actors only used for runtime spawning) could be modified quickly. (without opening blueprint editor -> going to details panel and change settings there)
That is what I mean as well. If you look at your viewport before opening the blueprint and select a copy of your blueprint in the level, the details pane should appear, showing various pieces of data for your to adjust. If, in your blueprint you press the eye icon next to a variable then compile, that variables information should show up on the main viewport details pane, allowing you to adjust the variable without opening the blueprint window again.