Creating a new graph pin visualizer for Blueprint
Within the Blueprint system, we can use instances of our MyCustomAsset
class as variables, provided we mark that class as a BlueprintType
in its UCLASS
macro.
However, by default, our new asset is simply treated as UObject
, and we can't access any of its members:
For some types of assets, we might wish to enable in-line editing of literal values in the same way that classes such as FVector
support the following:
In order to enable this, we need to use a Graph Pin visualizer. This recipe will show you ...
Get Unreal Engine 4 Scripting with C++ Cookbook now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.