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Visibly expose Function/Property settings

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    [EDITOR] Visibly expose Function/Property settings

    Blueprint functions look currently like:
    Click image for larger version

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    If you need information of a function
    • Private
    • Pure
    • Call In Editor
    you always need to click through all functions.

    There should be icons after the function name to make theses properties visible on first look.

    Click image for larger version

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    • +(Public) / #(Protected) / -(Private)
    • P (Pure)
    • CE (Call in Editor)
    Or buttons to set the parameters directly. The "Instance Editable" member of Properties (Variables) is exposed already.

    Same for Variables, more data should be visibly exposed.
    • Private
    • Expose to Cinematics
    • Replicated
    • Transient
    • SaveGame
    • Config

    NodePrefabs | PluginBuilder | NotificationBackbone | WidgetBox | DebugWidget

    #2
    Mhm, I'd actually change the color of pure function icon to green - to match its graph representation. I was sure it is green until I checked...
    "Private" specifier doesn't work, probably it never worked. Yeah, it would be to OK add eye icon here (matching variable style convention), if this blueprint feature would start working

    I wouldn't expose anything else because it would clutter the entire list of functions. Readability could actually suffer.

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      #3
      Marking them green is already happening, as this PR has been accepted: https://github.com/EpicGames/UnrealEngine/pull/5757

      And I already have an unreviewed PR to disable the Private/Protected/Public selector until it gets implemented (if ever): https://github.com/EpicGames/UnrealEngine/pull/5892
      Game Programmer at Zen Studios and founder of Rapax Games
      LinkedIn, Engine Contributions, Marketplace
      Polars (WIP), Game Jam Projects

      Comment


        #4
        Originally posted by Doctor Ergot View Post
        ...
        "Private" specifier doesn't work, probably it never worked. ...
        What the... just tested it (4.19) yah, not working... never noticed that ...

        Well than this is part of the request...

        Originally posted by KristofMorva View Post
        Marking them green is already happening, as this PR has been accepted: https://github.com/EpicGames/UnrealEngine/pull/5757

        And I already have an unreviewed PR to disable the Private/Protected/Public selector until it gets implemented (if ever): https://github.com/EpicGames/UnrealEngine/pull/5892
        thank you for the info.
        NodePrefabs | PluginBuilder | NotificationBackbone | WidgetBox | DebugWidget

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