Hi, do not know if it is possible to do what I want, I will give an example.
Suppose I have an enumerator with 2 options: Spheres and Cubes
Then, I use this enumerator in the “Construction Script”, to select the type of mesh I want to show (Through an editable variable to display the menu in the editor)
Suppose further, that I have other variables to alter the properties of spheres and cubes. Some variables for affect the spheres, as they could be, rotation speed, size, color and material etc … other different variables for affect the cubes.
My intention is that selecting “spheres” in the enumerator, only editable variables for the spheres will be displayed in the editor and editable variables for the cubes remain hidden (non-editable), and vice versa when select “cubes” in the enumerator.
So … Is possible toggle “Editable” property for variables through blueprints?
I’m looking for something similar to this (albeit I was thinking of doing this with structs inheriting from a common base).
Were you able to make any progress in this area at all?
mmm no , I not pretend change it dynamically while the game is running, was for change settings for the blueprint before run the game. But I understand ‘Editable’ can only be changed before the Blueprint is compiled, so in my case also don’t work because if I not understand wrong … I need compile the blueprint every time I want some variable “editable”. Thanks for the good and clear explanation.
For the rest , yes thanks again , is a great idea!
Is there a feature request for this? I’d also like to enable/disable or show/hide variables based on an enum. A bit like the collision options don’t appear until you select “custom” under collision preset in a static mesh. Or like options are grey out in a post process volume until you check a bool.