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[question] Data-Structures without C++

I was wondering if there will ever be a simple way to create Structures from within the editor much like how Enumerators are made. I know I can create a Blueprint and add the variables in that but is it wise to do it that way since Blueprints are in a way considered Classes? What is the best method for minimal overhead of Data Objects within UE4 without leaving the editor? Are CSVs an option here? How can I access the display options like BlueprintReadWrite without compiling C++?

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asked Mar 11 '14 at 03:45 AM in Using UE4

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ue4-archive ♦♦ STAFF
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4 answers: sort voted first

Hey everyone,

Feature Request: Ability to generate Data Structures from within the editor in a similar manner to Blueprints.

We are working on implementing this feature, but do not have an ETA for when it will be available. Keep an eye on the Engine News posts as it should be announced there before we actually roll it out in the Rocket Beta.

Cheers!

-Steve

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answered Mar 11 '14 at 03:45 AM

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Okay so Ive found the answer to my questions but its still not as nice as Id like. Honestly Id prefer if these enums were shown on a text editor kinda like a hybrid view similar to VS just gpu accelerated cuz of slate.

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I may just parse the headers with a C# parser if thats allowed, maybe I can do something with an ide but it seems odd maybe its better to hook logging and turn it into a coloured text editor. Its still bound by the limitations of blueprint that way ofcoarse.

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answered Mar 11 '14 at 03:45 AM

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Without accessing C++, I'm not sure, but a C++ light method (and seemingly the 'Epic Way') is to create a new class derived from Data Asset (UDataAsset). This gives you an editor instanceable object without a Blueprint node graph, just editable default properties.

You would still need to define your header and compile code, however.

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answered Mar 11 '14 at 03:45 AM

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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:45 AM

Well thats a step further than what I have so I might give that a go, instead of having all my structures in some kind of Types header I include everywhere. I know that I'll be accessing these structures primarily from Blueprint if not exclusively.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:45 AM

Such a structure is literally just a data structure; it exists solely to hold variables and their respective values and to be used by some other system.

Data Assets appear to be intended to be used with Blueprint, though there aren't many examples.

Feature Request: Ability to generate Data Structures from within the editor in a similar manner to Blueprints.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:45 AM +

Okay so the issue Im having here is I cant access an Enumerator Asset from within C++ to declare a DataAsset that has that Asset as a Type. I think Blueprints do this as you can Spawn an Actor from one.

All that would be solved if I could make my own Data Assets in Blueprint I think. For instance UProperties, UFunctions etc could have drop downs which are gathered from the actual engine headers.

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Creating Enumerators From Within BP

You specifically mentioned Enumerators,

you can create your own custom Enumerators entirely from within Blueprints!

Right Click in the Variable Space:

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Switch on Enum

Now make a new variable that has your custom enum as its type.

and then you can use switch on enum with your custom Enumerator!

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Rama

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answered Mar 11 '14 at 03:45 AM

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