Currently, the Property Matrix does not seem to support Details Customizations. As a result, when a Static Mesh asset is edited using the Property Matrix, the "Collision Presets" combo box does not appear (it is created by FBodyInstanceCustomization). Instead, we see only scattered properties, including "StaticMesh – Body Setup – Default Instance – Collision Profile Name" as a simple FName textbox. Moreover, manually entering the name of a valid collision preset/profile does not correctly trigger the expected collision settings update in the asset.
This can be seen as a current limitation of the Property Matrix, but it leaves the Static Mesh assets in an inconsistent state, with a selected Collision Preset that does not correspond to the settings below it. It can also be seen as too much power and responsibility placed in "FBodyInstanceCustomization", as opposed to letting UStaticMesh (or another inner class) handle desired sideeffects by using methods such as PreEditChange()/PostEditChangeProperty() when a change is made to some simpler inner property representable in the Property Matrix (those methods are called correctly when changes are made using the Property Matrix).
A simpler, though less desireable solution from the user's point of view, would be to somehow completely hide from the Property Matrix any properties that are only expected to change by using FBodyInstanceCustomization. This would at least prevent the Static Mesh assets from reaching an inconsistent state.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-224076 in the post.
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Component | UE - Editor - Workflow Systems |
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Affects Versions | 5.4.4 |
Created | Sep 11, 2024 |
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Updated | Oct 4, 2024 |