Hey there, here’s a question, I’m making an audio trigger blueprint that triggers an audio based on multiple different predetermined conditions [enemy health state, selected combat round etc. ] that can be setup inside the level editor, I’d like to make a dropdown for for different trigger types, something like enum that upon selection rolls out only relevant settings [Overlap trigger exposes list of available collision shapes and transforms, Round trigger exposes int values for number of turns and or rounds, Objective trigger lists available level objectives etc.]. I got most of the logic down and working but the setup of the trigger starting to be a bit chaotic with all the irrelevant variables. I’d like to organize this a bit ideally using structs. Something like a structure selection list. Is this possible to do in blueprint or is this only feasible in C++ I’m vaguely remembering a video explaining how to do this in visual studio but that is outside of my realm of expertise.
Hi @T-hal1, let’s see if I can provide some help.
You can indeed use instance-exposed structs within blueprints, but in order to make variables visible/invisible on command in-editor, you will need to do some coding.
Here is a link to details panel customization by Epic- it’s from 4.27 but most of the information should be usable
That being said, if you are just looking to use structs to organize variables, that is very possible through blueprints. I can walk you through the steps:
Start by creating a new Struct in the content browser
In here, you can add whatever variables you need INCLUDING other structs. This is how you can make your system more complex.
Then in your blueprint, you can add your struct(s) as an exposed variable, and any nested structs and their variables will also be included as nested dropdowns.
Hello Sarah and thanks for your message, that is not exactly what I was looking for. What I meant is something like selecting substructures base on enums, but within the structure itself if that makes any sense I basically have a audio trigger that overrides current audio in game and part of that trigger is a resolve enum that dictates under which conditions does the audio bounce back to default. So Turn resolve will turn off override after x turns pass, Destroy target after marked target is destroyed, Clear zone after all targets in the zone are destroyed. So what Im looking for is to specify through Resolve enum, which variables are relevant for the selected trigger. For example if the Destroy target Resolve is selected Id like to be able to select actor class ref, for Turn resolve I want to be able to set Integer value, etc. sort of to bind variables to resolve enum selection. To avoid having Integer values, that are relevant for Turn Resolve enum exposed and displayed, when a Clear Zone Resolve is selected. I hope that make sense I’m new to this, so I might be missing something obvious