[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++?
asked Mar 11 '14 at 03:45 AM in Using UE4
ue4-archive ♦♦ STAFF
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.
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.
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.
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.
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:
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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