Is there a way to have in parameters of functions be editinline? If I have an array of names as a parameter to my function exposed to blueprint, I can’t edit that list on the function itself, I have to define it outside of the function and pipe it in. The same goes for UStructs, I want to create a UStruct because multiple functions take the same parameters and I can change those parameters in one place if it is defined in a stuct. I know that I can expose properties in the UStruct and can drag out a Make Struct which is useful sometimes, but other times it would be nice to just edit the parameters on the function.
Here’s what I’m trying:
USTRUCT(meta = (BlueprintType))
struct FSimpleStuct {
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, Category="TestStruct")
int32 shouldBeVisible;
};
UCLASS(meta = (BlueprintSpawnableComponent))
class UTestComponent : public UActorComponent
{
GENERATED_UCLASS_BODY()
UFUNCTION(BluePrintCallable, Category="Test")
void FakeFunction(FSimpleStuct structParam);
UFUNCTION(BluePrintCallable, Category = "Test")
void FakeFunctionAlt(TArray<FName> names);
};
So when I call FakeFunction I would like it to have the variable shouldBeVisible, editable on the function in blueprint. I know that Transforms, Rotators and Vectors all do this, but I have spent several days looking though answers, forums, and documentation without finding an example of how to set this up. Any help or direction would be appreciated.