Reputation: 111
I'm created a blueprinteditable function. First parameter is an Enum. The rest of the parameters should either be hidden or visible based on the Enum selected.
Like "EditConditionsHide" but for UFunctions.
https://benui.ca/unreal/uproperty-edit-condition-can-edit-change/
For Reference, in Blender Geometry nodes, there are several nodes that alter available inputs based on an enum selection. Like "Quadrilateral" Node will have "width/height" when "Rectangle" is selected, but will have 4 vectors (Point 1-4) when "Points" is selected.
I'm trying to create new nodes for Unreal's Geometry Scripting that matches the function and layout of nodes in Blender's Geometry Nodes.
I haven't found any information on anything to try. All the documentation on Ufunctions that I've found doesn't give any option to hide parameters based on enum input.
Upvotes: 1
Views: 308
Reputation: 17271
This is not possible with vanilla UFUNCTIONS
. You need to create your own custom K2Nodes. They are not trivial to make. I would suggest to split your function into multiple functions instead.
If you want to go down the route of custom K2Nodes, here is a good starting point for creating your own custom nodes: https://olssondev.github.io/2023-02-13-K2Nodes/
Upvotes: 1