Seems like we are probably just missing a metadata check when drawing the details of the actor instance, and it is only doing the check for drawing ActorComponent details.
Using this code in:
////////////////////////// // FooActor.h UCLASS(Blueprintable) class QAGAME_API AFooActor : public AActor { GENERATED_BODY() public: AFooActor(); UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UHideComponent* FooComponent; }; // Hide most categories from the parent class UCLASS(BlueprintType, HideCategories = ("Rendering|Components|Sprite", Physics, Collision, Navigation)) class QAGAME_API UHideComponent : public UBillboardComponent { public: GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Foo") UTexture2D* FooTexture; }; ////////////////////////// // FooActor.cpp AFooActor::AFooActor() { FooComponent = CreateDefaultSubobject<UHideComponent>(TEXT("I should be hidden Component")); RootComponent = FooComponent; }
1. Create a BP based off of FooActor
2. Drag an instance of it into the level
3. In the details panel, select the root instance
Result:
The "Sprite" category is not hidden, but it is when you select the component itself
Expected:
The "Sprite" category should be hidden on that component
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-96383 in the post.
1 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.25 |
Created | Aug 4, 2020 |
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Resolved | Jul 19, 2022 |
Updated | Jul 19, 2022 |