Suppose, I have a class that serve as the base for a family of similar objects, say a furniture.
the form the base class the user can select diffrent king of furniture to populate a room, ex:
chairs, tables, sofas, etc. But does not make sence that the user select a furniture form the set.
bellow is a simple example
UCLASS(ClassGroup=(MyGroup), meta=(BlueprintSpawnableComponent))
class MyFurniture : public USceneComponent
{
};
UCLASS(ClassGroup=(MyGroup), meta=(BlueprintSpawnableComponent))
class MyChair : public MyFurniture
{
};
how can the programmer make so that the base class is hide, form the editor detail panel, an all othe panel?
I ha searched the engine, I I can figure out how to accomplish this.
But I assume this is a quite common situation.
Thanks
Julio