Mike
Mike

Reputation: 111

In Unreal, How do I hide function inputs based on Enum selected?

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

Answers (1)

Samaursa
Samaursa

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

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