Im looking for the name of/how to setup a Button in the Editor (in an ActorBP > details window) > that when clicked, it performs a Function/Event that [sets up variables] similar to the live (instant) Construction script. Please remind me, ty.
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Someone replied to my posts and showed how for UE4x, but I forgot the name of it, cant find my/their post.
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It is not Blutilities nor EditorUtilityBlueprint (those require a plugin activation, and require you to click a button or menu while in the map view, not Editor view).
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Goal: I want [an automation button] for a User to click while in the Details panel of CharBP - to Set an array of variables (and Im trying to investigate if this is possible with the [Function button that was shown to me before]):
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- I need smart code that processes a wildcard amount (#X) of SK mesh components (meaning CharBP 1 might have 5 child meshes, while CharBP 2 might have 10).
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- And I need a way to pair each SK mesh (component variable) with [an automatically created] Struct Array variable or Index - where #Y is the number of Indexes as determined by category matches in a DT.
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- Meaning For each SK mesh that User adds in their CharBP, I need to a way [for the Engine] to > read a DT > gather data for #Y totals of matching categories > create a Struct variable Array, or add [#Y total] Indexes to a Premade Struct variable Array. Is that possible?
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Purpose: I need a way to help other Users setup modular meshes + a paired [settings variable that has Mats and location for the mesh - which are loaded from a DataTable]. Thus if they add 50 meshes, I dont want them to have to manually add 50 Struct variables to the CharBP, then add [different amount of Y Indexes] = too tedious to setup for each Character variant.
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- {And I was investigating if I could put all variables in an Actor Component, but SK meshes are exotic and I dont have access to Skinned mesh nodes in Actor Components. Thus I need a way for the User to only have to add an SK mesh comp, and have the Struct Variable auto created in the CharBP and paired.}
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- Thus I thought of using a name code for each SK mesh, using Enum categories (Gloves, Arms, legs, boots).
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- Name [of Mesh] runs through a Construct type Function/button > finds if that Name exists as a DT Row handle > break DT row > check if that Row Name also has the matching Enum category of the Mesh’s name >
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- If yes, then I want to Set a Struct variable Array to now have as many Indexes (#Y) that exist in the DT, with those matching Enum categories.
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- [Meaning my DT has 3 entries of Gloves, 5 of Arms, 20 of legs… I dont want the User to have to manually add # indexes in an Array variable - because I may have 20, while their Character type/Custom DT might have 30. And instead want a [Construct script/Editor function] to read the DT rows and add [the wildcard #Y of] Array Indexes for the User, that match the specific category.]
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- And I want to associate (Map) that SK mesh (name) to the new Struct variable Array (which then gets passed to a Construct function to setup the live display of their CharacterBP - so it has to be before Runtime and not in Level settings).
- And I want to associate (Map) that SK mesh (name) to the new Struct variable Array (which then gets passed to a Construct function to setup the live display of their CharacterBP - so it has to be before Runtime and not in Level settings).
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- I made the code that does this on Construct - except the part that Creates a variable or adds the #Y of matching Indexes - for the User, for Each SK mesh that they add to their Character. And I forgot my C++ centuries ago, so I can’t use that, prefer BP only.
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