Since UE5.0, cannot edit double variables in property matrix. In UE4.27, it worked correctly and could be edited from the property matrix. This is because double variables are not supported in SPropertyEditorTableRow::ConstructPropertyEditorWidget. Until UE4.27, the float of Blueprint Variable was treated as a "float", but since UE5.0, it is treated as a "double" internally. Therefore, "float variable parameter" cannot be edited. It is allowed by applying the following workaround.
Workaround:
TSharedRef<SWidget> SPropertyEditorTableRow::ConstructPropertyEditorWidget() { //... // ORDER MATTERS: first widget type to support the property node wins! if ( SPropertyEditorNumeric<float>::Supports(PropertyEditorRef) ) { TSharedRef<SPropertyEditorNumeric<float>> TempWidget = SAssignNew(PropertyWidget, SPropertyEditorNumeric<float>, PropertyEditorRef ); TempWidget->GetDesiredWidth(MinDesiredWidth, MaxDesiredWidth); } //add start else if (SPropertyEditorNumeric<double>::Supports(PropertyEditorRef)) { TSharedRef<SPropertyEditorNumeric<double>> TempWidget = SAssignNew(PropertyWidget, SPropertyEditorNumeric<double>, PropertyEditorRef); TempWidget->GetDesiredWidth(MinDesiredWidth, MaxDesiredWidth); } //add end } TSharedRef<SWidget> FTextPropertyTableCellPresenter::ConstructEditModeCellWidget() { // ... // ORDER MATTERS: first widget type to support the property node wins! if ( SPropertyEditorNumeric<float>::Supports(PropertyEditor) ) { PropertyWidget = SNew( SPropertyEditorNumeric<float>, PropertyEditor ) .Font( Font ); } // add start else if (SPropertyEditorNumeric<double>::Supports(PropertyEditor)) { PropertyWidget = SNew(SPropertyEditorNumeric<double>, PropertyEditor) .Font(Font); } // add end } bool FTextPropertyTableCellPresenter::CalculateIfUsingReadOnlyEditingWidget() const { //... // ORDER MATTERS: first widget type to support the property node wins! if (SPropertyEditorNumeric<float>::Supports(PropertyEditor) || //add start SPropertyEditorNumeric<double>::Supports(PropertyEditor) || //add end }
Then, can't allow to edit float variable parameter
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Teleporter in the Creative Hub is Locked and cannot be accessed
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-196901 in the post.
3 |
Component | UE - Editor - Workflow Systems |
---|---|
Affects Versions | 5.1, 5.2, 5.3 |
Created | Oct 2, 2023 |
---|---|
Updated | Jan 19, 2024 |