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How to create a variable with submenus variables in blueprints?

How to setup variable in submenu categories in blueprints?

example:

alt text

How can I repeat this submenu (sense) with my classes and variables?

Product Version: UE 4.16
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asked Jun 29 '17 at 07:59 AM in Blueprint Scripting

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Sn_a_ke
147 9 16 21

avatar image Radiance37k Jul 01 '17 at 10:47 AM

You are either talking about categorizing your variables or if you want it exactly like the senses config, it's an array of structs based off an enum, senses affiliation is most likely an enum and the color is a struct most likely.

And as stated by Vertigo23, make it editable and exposed on spawn.

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Just create an array variable and make it editable and exposed on spawn. Then you add the elements you want by clicking on the + button

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answered Jun 29 '17 at 08:07 AM

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Vertigo23
296 7 6 15

avatar image Sn_a_ke Jun 29 '17 at 09:02 AM

I would like to get exactly the same functionality. When a class changes, a submenu appears with its unique settings. your way will not do so

avatar image Vertigo23 Jun 29 '17 at 09:17 AM

then you have to add and set specific variables for each class you add to the array

avatar image Sn_a_ke Jul 01 '17 at 07:16 AM

But the class settings do not appear as variables in the submenu, they will need to be adjusted directly in the class blueprint.

avatar image Sn_a_ke Jul 01 '17 at 07:20 AM

The example shows that we easily switch between classes and each class has its own set of variables that are passed to this class. A similar example of a submenu can also be seen in the child actor component. After a little research, I did not find a way to get the same using only blueprints.

avatar image Sn_a_ke Jul 05 '17 at 03:26 AM

in C++

link text

alt text

 UCLASS(Blueprintable, abstract, EditInlineNew )
 class CPP_TRY_API UuConfig : public UObject
 {
    GENERATED_BODY()
 
    public:
       UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Test")
       bool myBool;
 };



 class UuConfig;
 
 UCLASS(EditInlineNew, Blueprintable, meta = (BlueprintSpawnableComponent) )
 class CPP_TRY_API UMyObject : public UObject
 {
    GENERATED_BODY()
 
    public:
       UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced)
       TArray<UuConfig*> TestConfigInstanced;
 };

It would seem that in the blueprints this could be done by two checkboxes(EditInlineNew, Instanced), but they are not available. It's unclear why they were not added?

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