Anyone know how to make the
‘Make struct’ pin show inherited parameters?
Ie: I have a FStruct ‘Weapon’ that inherits from Unreals ‘XStruct’.
The ‘Make’ pin only shows the paremters of ‘Weapon’ but none from ‘XStruct’.
‘XStruct’ parameters show properly when accessing the variable from the Details pannel.
As long as everything is a USTRUCT and the UPROPERTY specifies are marked with BlueprintReadWrite it should work even with structs nesting struct or public inheriting structs.
Aye, thanks! As you said:
BlueprintReadWrite : allows to show the public/protected fields in the ‘make’ pin.
EditAnywhere : allows to show the public/protected fields in the ‘details’ pannel.
One does not do the another. Meaning to show everywhere they’d have to have both properties.
In my case its a bummer because im inheriting from an Engine’s struct and I shouldnt modify its headers.
One could always make a static constructor taking all the parameters and returning a struct, but… that’d be a painfull approach.
I have a similar situation in my code base, I solved it by making a proxy struct to hold the necessary data and just made converters to get to the data type I wanted. Not ideal, but it did work for me.