How can I prevent component properties from overcrowding the Blueprint "Defaults" panel?

Hi,

I’ve created some components in a C++ actor and derived a BP from it in the editor. Now all properties of all these components appear in the Defaults panel of the blueprint. However, I’d like to see these properties only in the Components panel where they belong. This is the case when adding components in the blueprint itself - only parent (C++) components show up in the Defaults panel.

Is there a way to prevent them from showing up? If I remove the “VisibleAnywhere” UPROPERTY flag, they can’t be edited in the Components panel anymore. Is there another flag that makes these components editable only in the Components panel but not in the Defaults panel?

Thanks!

I can’ find the way to do so even looking on source code, but you can hide some variables by default by adding “AdvancedDisplay”

I’ve tried that, but it also hides them in the Components panel. And it only hides some of them, not all.

Well some components have hidecategory but i guess it will in both too
hidecategories=(Object, LightShafts)
In case of UHT macros you should try to find example of feature you looking for in engine and then look in source code to see how it’s done, as UTH macros is not very well documented, here you have link directory containing components header files (remeber to tie your GitHub account with Unreal account and login to github)

https://github.com/EpicGames/UnrealEngine/blob/35d8b371a10392565bfc68ddb6f9b52aa3ba4bbf/Engine/Source/Runtime/Engine/Classes/Components/

there also some specifier examples here:

got to the botttom