Group BP interface functions under "PS Editor|Editable" / "PS Editor|Child Movable"
The two BlueprintNativeEvent interfaces previously dumped every function into a flat "PS Editor" category, so the BP class members panel listed them all together. Use the pipe-separated category to put each interface under its own submenu. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -25,47 +25,47 @@ class PS_EDITOR_API IPS_Editor_ChildMovable
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public:
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/** Number of movable sub-elements. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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int32 GetMovableChildCount() const;
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/** World location of the sub-element at the given index. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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FVector GetChildLocation(int32 Index) const;
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/** Move the sub-element at the given index to a new world position. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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void MoveChild(int32 Index, const FVector& NewWorldPosition);
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/** Return all sub-element positions (used for undo snapshots). */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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TArray<FVector> GetAllChildLocations() const;
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/** Restore all sub-element positions (used for undo). */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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void SetAllChildLocations(const TArray<FVector>& Positions);
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/** Index of the sub-element under the cursor ray (-1 if none).
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* Implement with sphere-ray intersection or any hit detection that suits your visuals. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const;
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/** Show or hide visual handles for the sub-elements. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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void SetChildHandlesVisible(bool bVisible);
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/** Highlight a specific sub-element (e.g. change handle color). */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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void HighlightChild(int32 Index);
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/** Clear all sub-element highlights. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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void ClearChildHighlight();
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/** Export sub-element positions to the CustomProperties map for scene saving. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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void ExportChildLocations(TMap<FString, FString>& OutProperties) const;
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/** Import sub-element positions from the CustomProperties map on scene load. */
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
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void ImportChildLocations(const TMap<FString, FString>& Properties);
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};
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@@ -51,21 +51,21 @@ public:
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* The new value is already applied when this is called.
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* @param PropertyPath The property that changed (e.g. "CharacterType" or "MyComponent.SomeProperty").
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorPropertyChanged(const FString& PropertyPath);
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/**
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* Called when a property with bNeedsReinit is changed.
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* The new value is already applied. Use this to re-run initialization logic.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorNeedsReinit();
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/**
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* Called on the NEW actor after a respawn triggered by bNeedsRespawn.
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* All properties have been applied. Use this for post-respawn setup.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorNeedsRespawn();
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/**
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@@ -73,7 +73,7 @@ public:
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* Fires both in editor (SceneSerializer) and in gameplay (SceneLoader).
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* Use this to re-initialize your actor based on the loaded property values.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnPropertiesLoaded();
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/**
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@@ -81,7 +81,7 @@ public:
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* Use this to show/hide editor-only helpers (VR guides, placement aids, debug visuals, etc.).
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* @param bIsEditing True when entering edit mode, false when leaving (Play, return to game).
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorModeChanged(bool bIsEditing);
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/**
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@@ -90,7 +90,7 @@ public:
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* the hood). Use this to kick off behaviour that should only happen while AI is live
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* (spawn FX, reset state counters, unlock input, etc.).
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorSimulateStart();
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/**
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@@ -102,7 +102,7 @@ public:
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* Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied
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* (typically 500ms after Stop was clicked). BT is still live but about to be disabled.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorSimulateStop();
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/**
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@@ -130,7 +130,7 @@ public:
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* event still fires + grace period still granted)
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* Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close).
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorBeforeSimulateStop();
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/**
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@@ -138,7 +138,7 @@ public:
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* Use this to update visuals dynamically based on property changes, animate helpers, etc.
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* @param DeltaTime Time since last frame.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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void OnEditorTick(float DeltaTime);
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/**
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@@ -150,7 +150,7 @@ public:
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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 = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const;
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/**
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@@ -164,7 +164,7 @@ public:
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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 = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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TArray<FPS_Editor_PropertyOption> GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const;
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/**
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@@ -185,6 +185,6 @@ public:
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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 = "PS_Editor")
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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FString GetCurrentDisplayForProperty(const FString& PropertyPath) const;
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};
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