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Kristóf Morva 👾
@KristofMorva
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Coding at @CDPROJEKTRED, ex @ZenIndies, at nights @PolarsGame. Also at @kristofmorva.bsky.social
Warsaw
Joined March 2014
@DirtyCajunRice Hmmm I'm unsure, it *should* work for FString params too (with string array GetOptions). The drop-down doesn't show up, or the GetOptions field is not visible, or...?
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@TobiasTobasco @GhislainGir For GameplayTags you probably want to use the "Categories" meta tag to restrict the selection to a given subset. There's a PR for this (link needs UE repo access):
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@meatAndWuxia @SeithCG That sounds about the right - since this feature is visual only, it'd definitely not modify existing values. Maybe you can overcome it in Construction Script, e.g. if the selected value is not valid, then set the default (first?) valid value 🤔
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@SeithCG Not as part this feature per se, but I wonder if it's updated automatically anyway when you change the first property (as EditConditions and whatnot would have to be reevaluated too) 🤔 One of us would have to try
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@SeithCG You can try to achieve that by using the former variable in the drop-down function of the latter variable. I haven't tried it tbh, but it could work.
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@WoodyDevs It's purely editor UX, won't affect game code (unless I did something very wrong 🙈)
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@Darkere99 I'm glad if it's helpful! :D it works for Strings and Names (just return string / name array respectively), and you can type fully-qualified UFUNCTION names to display an array returned by a C++ function.
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@_Jambax @ChrisZukoArt I think it was just the default one before the enum change, and probably they did not want to change the existing behavior.
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@gamedevzach @joatski There was just too much vertical padding there, which made the whole node header thicker, so the execution pin got pushed down (and therefore misaligned with function call node execution pins)
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@DenAlexKuzn For now my options are limited, hopefully after release I'll be able to talk about more technical stuff ^^
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