I’m creating a blueprinteditable function. First parameter is an Enum. The rest of the parameters should either be hidden or visible based on the Enum selected.
Like “EditConditionsHide” but for UFunctions.
For Reference, in Blender Geometry nodes, there are several nodes that alter available inputs based on an enum selection. Like “Quadrilateral” Node will have “width/height” when “Rectangle” is selected, but will have 4 vectors (Point 1-4) when “Points” is selected.
I’m trying to create new nodes for Unreal’s Geometry Scripting that matches the function and layout of nodes in Blender’s Geometry Nodes.
I haven’t found any information on anything to try. All the documentation on Ufunctions that I’ve found doesn’t give any option to hide parameters based on enum input.