Display-vs-value custom dropdown options + UI mode parity docs
Extend the EditableInterface with two new BlueprintNativeEvents so property combos can show human-friendly labels while storing technical values: - GetCustomOptionsWithValuesForProperty returns TArray<FPS_Editor_PropertyOption> where each pair carries a DisplayName (shown in the combo) and a Value (written to the property via ImportText). Wins over the legacy flat-string variant when non-empty. Ideal for TSubclassOf / TSoftClassPtr properties driven by a DataTable lookup where the stored value is a class path. - GetCurrentDisplayForProperty lets the actor authoritatively resolve the DisplayName from the current stored value, for cases where the automatic reverse lookup (normalize class path, exact-match) isn't reliable — e.g. several Values collapse to the same label, or the format is user-specific. UI refresh now asks the actor first, then falls back to a normalized match (strips the `TypeName'...'` wrapper from ExportText output so it compares apples to apples with a plain /Game/Path.X_C string). Same logic duplicated across both widget implementations (MainWidget and MainWidget_Legacy) since the project can switch UI mode at runtime. The new CLAUDE.md rule makes that requirement explicit. Also documented in CLAUDE.md: - Editor-vs-gameplay execution boundary: which interface methods fire where, including the gotcha that OnEditorPropertyChanged *does* fire in gameplay on the server when the timeline animates a property. - UI modes: keep all MainWidget* implementations in lockstep to avoid the "I edited the file but nothing changed" class of bug. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -4,6 +4,30 @@
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#include "UObject/Interface.h"
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#include "PS_Editor_EditableInterface.generated.h"
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/**
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* A single entry in a property's custom dropdown: what the user sees vs. what gets
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* written into the property. Useful when the stored value is a class path, a tag,
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* or any technical identifier and you want a human-friendly label in the combo.
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*/
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USTRUCT(BlueprintType)
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struct FPS_Editor_PropertyOption
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{
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GENERATED_BODY()
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/** Label shown in the runtime editor combo box. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
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FString DisplayName;
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/**
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* Value written into the property when this option is selected (passed through
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* FProperty::ImportText_InContainer). For a class-name FString, this would be
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* the full class path; for an enum you'd use the NameString; for a free FString,
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* any value you want stored.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
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FString Value;
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};
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UINTERFACE(BlueprintType, meta = (DisplayName = "PS Editor Editable"))
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class PS_EDITOR_API UPS_Editor_EditableInterface : public UInterface
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{
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@@ -69,12 +93,49 @@ public:
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void OnEditorTick(float DeltaTime);
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/**
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* Return custom dropdown options for a given property.
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* If the returned array is non-empty, the editor shows a combo box with these options
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* instead of the default widget for that property type.
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* Return custom dropdown options for a given property (display == stored value).
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* Simple form: the string shown in the combo is also the value written to the property.
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* Use GetCustomOptionsWithValuesForProperty when display and storage need to differ.
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*
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* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType").
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* @return List of option strings. Empty = use default widget.
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* @return List of option strings. Empty = use default widget / fall through to the
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* structured variant below.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
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TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const;
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/**
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* Structured variant of GetCustomOptionsForProperty: each entry carries a separate
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* DisplayName (shown in the combo) and Value (written to the property). This is the
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* version to use when the stored variable is a class name, a tag, a technical id —
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* anything the user shouldn't have to read or type.
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*
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* Priority: if this returns a non-empty array, it wins over GetCustomOptionsForProperty.
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*
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* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType").
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* @return List of display/value pairs. Empty = fall back to the flat-string variant.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
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TArray<FPS_Editor_PropertyOption> GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const;
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/**
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* Return the DisplayName that should appear in the combo for the CURRENT value of the
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* property. Use this when the runtime editor can't reliably reverse-lookup the display
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* from the raw stored value (e.g. several Values collapse to the same DisplayName, or
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* the Value format doesn't trivially match what you stored).
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*
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* The runtime editor calls this each frame while refreshing a row that has a custom-
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* options combo. Typical Blueprint implementation: switch on PropertyPath, resolve the
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* current variable (e.g. cast Self to your actor and read the Weapon variable), then
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* search your DataTable / lookup for the matching DisplayName and return it.
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*
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* Return an empty string to let the default resolution kick in (exact match then
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* normalized class-path match against the options returned by
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* GetCustomOptionsWithValuesForProperty).
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*
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* @param PropertyPath The property path (e.g. "Weapon" or "MyComponent.WeaponType").
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* @return DisplayName to show in the combo, or empty string to fall back.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
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FString GetCurrentDisplayForProperty(const FString& PropertyPath) const;
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};
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@@ -2400,11 +2400,26 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
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// Value widget depends on property type
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TSharedRef<SWidget> ValueWidget = SNullWidget::NullWidget;
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// Check for custom dropdown options from the interface
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// Check for custom dropdown options from the interface. Structured variant
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// (display + value) wins; fall back to the flat-string variant if it returns empty.
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TArray<FString> CustomOptions;
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Row.CustomOptionDisplayToValue.Empty();
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if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
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{
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CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
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TArray<FPS_Editor_PropertyOption> CustomOptionsPairs =
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IPS_Editor_EditableInterface::Execute_GetCustomOptionsWithValuesForProperty(Actor, Row.Key);
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if (CustomOptionsPairs.Num() > 0)
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{
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for (const FPS_Editor_PropertyOption& Pair : CustomOptionsPairs)
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{
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CustomOptions.Add(Pair.DisplayName);
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Row.CustomOptionDisplayToValue.Add(Pair.DisplayName, Pair.Value);
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}
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}
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else
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{
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CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
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}
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}
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if (CustomOptions.Num() > 0)
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@@ -2648,17 +2663,52 @@ void UPS_Editor_MainWidget::RefreshDynamicPropertyValues()
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FString CurrentVal;
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Row.CachedProperty->ExportText_InContainer(0, CurrentVal, Target, Target, nullptr, PPF_None);
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if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != CurrentVal)
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// Resolve the DisplayName to show in the combo. Priority order:
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// 1. Ask the actor directly via GetCurrentDisplayForProperty — the user knows
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// their storage format best, so this is authoritative when overridden.
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// 2. Otherwise, fall back to matching CurrentVal / normalized-path against
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// the options returned by GetCustomOptionsWithValuesForProperty.
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FString DisplayToShow = CurrentVal;
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if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
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{
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const FString FromActor = IPS_Editor_EditableInterface::Execute_GetCurrentDisplayForProperty(Actor, Row.Key);
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if (!FromActor.IsEmpty())
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{
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DisplayToShow = FromActor;
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}
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}
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if (DisplayToShow == CurrentVal && Row.CustomOptionDisplayToValue.Num() > 0)
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{
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// Normalize class-ref format `TypeName'/Path.X_C'` → `/Path.X_C`.
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FString NormalizedCurrent = CurrentVal;
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int32 FirstQuote = INDEX_NONE;
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int32 LastQuote = INDEX_NONE;
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if (CurrentVal.FindChar(TEXT('\''), FirstQuote) && CurrentVal.FindLastChar(TEXT('\''), LastQuote)
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&& LastQuote > FirstQuote + 1)
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{
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NormalizedCurrent = CurrentVal.Mid(FirstQuote + 1, LastQuote - FirstQuote - 1);
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}
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for (const TPair<FString, FString>& P : Row.CustomOptionDisplayToValue)
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{
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if (!P.Value.IsEmpty() && (P.Value == CurrentVal || P.Value == NormalizedCurrent))
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{
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DisplayToShow = P.Key;
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break;
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}
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}
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}
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if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != DisplayToShow)
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{
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// Find matching option
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if (Row.EnumOptions.IsValid())
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{
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for (const TSharedPtr<FString>& Opt : *Row.EnumOptions)
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{
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if (*Opt == CurrentVal)
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if (*Opt == DisplayToShow)
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{
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Row.EnumCombo->SetSelectedItem(Opt);
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Row.EnumComboText->SetText(FText::FromString(CurrentVal));
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Row.EnumComboText->SetText(FText::FromString(DisplayToShow));
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break;
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}
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}
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@@ -2804,8 +2854,25 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
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if (!Row.CachedEnum && Row.EnumComboText.IsValid())
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{
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// Custom options combo: use selected text directly as property value
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NewValueText = Row.EnumComboText->GetText().ToString();
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// Custom options combo. If we have a display->value map (structured variant),
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// translate the selected display name into its stored value; otherwise fall back
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// to the flat-string behavior where display and value are the same.
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const FString Display = Row.EnumComboText->GetText().ToString();
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if (Row.CustomOptionDisplayToValue.Num() > 0)
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{
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if (const FString* Mapped = Row.CustomOptionDisplayToValue.Find(Display))
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{
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NewValueText = *Mapped;
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}
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else
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{
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NewValueText = Display;
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}
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}
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else
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{
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NewValueText = Display;
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}
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}
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else if (Row.CachedEnum && Row.EnumComboText.IsValid())
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{
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@@ -31,6 +31,13 @@ struct FPS_Editor_PropertyRowWidgets
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TSharedPtr<STextBlock> EnumComboText;
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TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy
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UEnum* CachedEnum = nullptr;
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/**
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* DisplayName -> stored Value mapping for rows whose combo was populated by
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* GetCustomOptionsWithValuesForProperty. Empty when the row is a flat-string combo
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* (display == value) or a native enum combo.
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*/
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TMap<FString, FString> CustomOptionDisplayToValue;
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};
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/**
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@@ -2063,11 +2063,26 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
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// Value widget depends on property type
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TSharedRef<SWidget> ValueWidget = SNullWidget::NullWidget;
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// Check for custom dropdown options from the interface
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// Check for custom dropdown options from the interface. Structured variant
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// (display + value) wins; fall back to the flat-string variant if it returns empty.
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TArray<FString> CustomOptions;
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Row.CustomOptionDisplayToValue.Empty();
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if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
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{
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CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
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TArray<FPS_Editor_PropertyOption> CustomOptionsPairs =
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IPS_Editor_EditableInterface::Execute_GetCustomOptionsWithValuesForProperty(Actor, Row.Key);
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if (CustomOptionsPairs.Num() > 0)
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{
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for (const FPS_Editor_PropertyOption& Pair : CustomOptionsPairs)
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{
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CustomOptions.Add(Pair.DisplayName);
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Row.CustomOptionDisplayToValue.Add(Pair.DisplayName, Pair.Value);
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}
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}
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else
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{
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CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
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}
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}
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if (CustomOptions.Num() > 0)
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@@ -2307,17 +2322,52 @@ void UPS_Editor_MainWidget_Legacy::RefreshDynamicPropertyValues()
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FString CurrentVal;
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Row.CachedProperty->ExportText_InContainer(0, CurrentVal, Target, Target, nullptr, PPF_None);
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if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != CurrentVal)
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// Resolve the DisplayName to show in the combo. Priority order:
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// 1. Ask the actor directly via GetCurrentDisplayForProperty — the user knows
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// their storage format best, so this is authoritative when overridden.
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// 2. Otherwise, fall back to matching CurrentVal / normalized-path against
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// the options returned by GetCustomOptionsWithValuesForProperty.
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FString DisplayToShow = CurrentVal;
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if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
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{
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const FString FromActor = IPS_Editor_EditableInterface::Execute_GetCurrentDisplayForProperty(Actor, Row.Key);
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if (!FromActor.IsEmpty())
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{
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DisplayToShow = FromActor;
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}
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}
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if (DisplayToShow == CurrentVal && Row.CustomOptionDisplayToValue.Num() > 0)
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{
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// Normalize class-ref format `TypeName'/Path.X_C'` → `/Path.X_C`.
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FString NormalizedCurrent = CurrentVal;
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int32 FirstQuote = INDEX_NONE;
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int32 LastQuote = INDEX_NONE;
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if (CurrentVal.FindChar(TEXT('\''), FirstQuote) && CurrentVal.FindLastChar(TEXT('\''), LastQuote)
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&& LastQuote > FirstQuote + 1)
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{
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NormalizedCurrent = CurrentVal.Mid(FirstQuote + 1, LastQuote - FirstQuote - 1);
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}
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for (const TPair<FString, FString>& P : Row.CustomOptionDisplayToValue)
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{
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if (!P.Value.IsEmpty() && (P.Value == CurrentVal || P.Value == NormalizedCurrent))
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{
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DisplayToShow = P.Key;
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break;
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}
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}
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}
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if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != DisplayToShow)
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{
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// Find matching option
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if (Row.EnumOptions.IsValid())
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{
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for (const TSharedPtr<FString>& Opt : *Row.EnumOptions)
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{
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if (*Opt == CurrentVal)
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if (*Opt == DisplayToShow)
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{
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Row.EnumCombo->SetSelectedItem(Opt);
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Row.EnumComboText->SetText(FText::FromString(CurrentVal));
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Row.EnumComboText->SetText(FText::FromString(DisplayToShow));
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break;
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}
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}
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@@ -2463,8 +2513,25 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
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if (!Row.CachedEnum && Row.EnumComboText.IsValid())
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{
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// Custom options combo: use selected text directly as property value
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NewValueText = Row.EnumComboText->GetText().ToString();
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// Custom options combo. If we have a display->value map (structured variant),
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// translate the selected display name into its stored value; otherwise fall back
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// to the flat-string behavior where display and value are the same.
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const FString Display = Row.EnumComboText->GetText().ToString();
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if (Row.CustomOptionDisplayToValue.Num() > 0)
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{
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if (const FString* Mapped = Row.CustomOptionDisplayToValue.Find(Display))
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{
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NewValueText = *Mapped;
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}
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else
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{
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NewValueText = Display;
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}
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}
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else
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{
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NewValueText = Display;
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}
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}
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else if (Row.CachedEnum && Row.EnumComboText.IsValid())
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{
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@@ -29,6 +29,9 @@ struct FPS_Editor_PropertyRowWidgetsLegacy
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TSharedPtr<STextBlock> EnumComboText;
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TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy
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UEnum* CachedEnum = nullptr;
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/** DisplayName -> stored Value mapping from GetCustomOptionsWithValuesForProperty. */
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TMap<FString, FString> CustomOptionDisplayToValue;
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};
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/**
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Block a user