Category="Category|SubCategory" produces a new Category

When assigning a variable to a Category like so,

… the editor shows the Subcategory up as a separate Category onto itself and not as a subcategory. Like so,

57056-screen+shot+2015-09-03+at+12.37.32.png

BTW, I’m using the Mac version of UE4.9.0, if that information helps.

Only trees in blueprint editors support subcategories, so they are not so useful with UPROPERTYs, but in blueprints when you trying to get set/get nodes they should appear :slight_smile: post feature request on feedback forum if you want

That’s unfortunate. Any idea how the sub-sections of other Components do appear for Unreal’s default components? For instance, if you have a pointer to a USceneComponent, that variable(the SceneComponent) in the Editor window will show a ton of SubCategories.

Hello! You have to create a USTRUCT with your variables, which you want to place into subcategory, and then create a variable of this USTRUCT class.
e.g.

USTRUCT()
struct FDebugVariables
{
	GENERATED_USTRUCT_BODY()
	
	UPROPERTY(EditInstanceOnly)
	bool bVariableOne;

	UPROPERTY(EditInstanceOnly)
	FName SomeFNameVariable;

	UPROPERTY(EditInstanceOnly)
	FText OneMoreVariable;
};

UCLASS()
class UYourClassName
{
	GENERATED_UCLASS_BODY()

	UPROPERTY(EditInstanceOnly, Category = UnitDefenition)
	FDebugVariables DebugVariables;
};

62239-example.png