Would it be possible to have the EditCondition metatag in Blueprints like it was in UnrealScript?
Hi Satheesh,
I believe you should already be able to implement edit conditions in your Blueprints with the following example added to the header file of the class that your Blueprint derives from:
UPROPERTY(Category="Category Name", meta=(editcondition="bEditConditionBool"))
float SomePropertyToEditConditionally;
Let me know if that helps or not.
Cheers!
Thanks Stephen.
But my project is Blueprint only so i was hoping if i could expect a Metatag option in variables that auto populates with all available Bool variables.
Okay, thanks for clarifying. Can you give an example of the type of condition you are wanting to set up within the Blueprint?
For example this set up here:
Random Brightness, Light Min Intensity and Light Max Intensity are all exposed to the Details Tab. So i was hoping that for all variables there should be a dropdown setting called EditCondition that lists all boolean variables created in My Blueprints Tab. In this case i would set the EditCondition to Random Brightness for Light Min/Max Intensity.
So if Random Brightness is checked then in Details Tab, Light Min Intensity and Light Max Intensity should be enabled. If Random Brightness is unchecked then both Light Min/Max Intensity should be greyed out in Details Tab.
Thank you for the specifics. I have entered a feature request for this.
Cheers!
Thanks Stephen.