This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the editor.
Many people want to follow a "m_Variable" naming scheme, which should also be automatically cut out for native variables in blueprints. Currently if you use a "m_" naming scheme you will not get a cleaned up version of the display name, and have blueprint nodes with incorrect "M Variable" names.
[Image Removed]
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (DisplayName = "Internal Property Dis. Name")) int32 m_InternalProperty; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (DisplayName = "Internal Mesh Dis. Name")) UStaticMeshComponent* m_InternalStaticMeshProp;
Result: The variable is displayed as "m_InternalProperty"
Expected: The variable is displayed as "Internal Property Dis. Name"
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
How does TextureRenderTarget2D get TArray<uint8> type data?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-103069 in the post.
2 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.26, 5.0 |
Target Fix | 5.0 |
Created | Nov 12, 2020 |
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Resolved | Jan 6, 2021 |
Updated | Nov 30, 2022 |
7572 - projectgheist |