Is there a way to set up buttons or text entry in an actor’s editor detail panel without making the actor a blueprint actor or using any blueprints? Any good example? Just need some simple buttons and some text entry …
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How exactly do you propose to utilize a details panel of a class that doesn’t exist?
Not sure what you mean. It is a standard UActor with mesh components. It exists.
But you said you wanted
an actor’s editor detail panel without making the actor a blueprint actor
Yeah using pure C++ actors here. Not blueprint actors.
All UPROPERTY() of C++ actors show up in details panel.
Just wondering how to get buttons on there in C++.
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Are you thinking of the buttons that run editor functions?
If so, you’ll want UFUNCTION(CallInEditor)
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Yep that worked thanks.
I had just found this old thread as well:
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