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"
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 |