How to create Properties depending on Settings
I made custom K2Nodes for a Dialogue System and I would like those nodes to have a set of customizable properties, defined by the user in the plugin's settings.
For example, I would like users to be able to go into the Plugin's Settings (in their Project Settings), to add a list of parameters with a Name, a ToolTip, a Class and a Default Value. They could want to add:
Then, in the Details Panel of the Dialogue nodes they will use in their Blueprints, I would like these properties to show up with editable values for each node.
In some sense, it would look a lot like Blueprint's variable creation where you add a variable, select its type and name, etc. Is that something possible?
Thank you in advance, Bye!
I think it mostly depends n how you store those properties in dialog node... or you didn't thought out about this yet?
You might consider incorporating registering custom UStruct or even incorporate existing blueprint structure asset to set those parameters. And then you can direct that struct directly to property editor (if it possible, but it defiantly should open up more options).UStruct will also help you to set up storage for those parameters.
You can also write down custom UI for some medium struct type https://docs.unrealengine.com/en-us/Programming/Slate/DetailsCustomization
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