I have a C++ project which creates a few blueprints in code. I have exposed some of my class properties to the engine via the UPROPERTY macro. I want to be able to enable / disable certain controls based on the state of other controls, similar to how the Collision details component enables / disables check boxes when you change the Collision Presets drop down menu value to “custom”.
How and where do I create this UI logic in my C++ code? Is it possible?
Example use case:
I have a unit formation which can be defined either by a fixed number of rows and columns, or it can be defined by an enclosing bounding box. If you want the bounding box region to define the number of rows and columns for the unit formation, you should be able to toggle a check box. If instead you want to manually set the number of rows and columns and let the bounding box be a placement guide for the top left position of the formation, you should be able to do this as well. However, you can’t do both. So, the UI should disable certain controls to reflect this logic.