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>
This commit is contained in:
2026-04-29 13:44:25 +02:00
parent 2f8633d23b
commit c520f3ccd9
2 changed files with 23 additions and 23 deletions

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@@ -25,47 +25,47 @@ class PS_EDITOR_API IPS_Editor_ChildMovable
public: public:
/** Number of movable sub-elements. */ /** Number of movable sub-elements. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
int32 GetMovableChildCount() const; int32 GetMovableChildCount() const;
/** World location of the sub-element at the given index. */ /** World location of the sub-element at the given index. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
FVector GetChildLocation(int32 Index) const; FVector GetChildLocation(int32 Index) const;
/** Move the sub-element at the given index to a new world position. */ /** Move the sub-element at the given index to a new world position. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void MoveChild(int32 Index, const FVector& NewWorldPosition); void MoveChild(int32 Index, const FVector& NewWorldPosition);
/** Return all sub-element positions (used for undo snapshots). */ /** Return all sub-element positions (used for undo snapshots). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
TArray<FVector> GetAllChildLocations() const; TArray<FVector> GetAllChildLocations() const;
/** Restore all sub-element positions (used for undo). */ /** Restore all sub-element positions (used for undo). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void SetAllChildLocations(const TArray<FVector>& Positions); void SetAllChildLocations(const TArray<FVector>& Positions);
/** Index of the sub-element under the cursor ray (-1 if none). /** Index of the sub-element under the cursor ray (-1 if none).
* Implement with sphere-ray intersection or any hit detection that suits your visuals. */ * Implement with sphere-ray intersection or any hit detection that suits your visuals. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const; int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const;
/** Show or hide visual handles for the sub-elements. */ /** Show or hide visual handles for the sub-elements. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void SetChildHandlesVisible(bool bVisible); void SetChildHandlesVisible(bool bVisible);
/** Highlight a specific sub-element (e.g. change handle color). */ /** Highlight a specific sub-element (e.g. change handle color). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void HighlightChild(int32 Index); void HighlightChild(int32 Index);
/** Clear all sub-element highlights. */ /** Clear all sub-element highlights. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void ClearChildHighlight(); void ClearChildHighlight();
/** Export sub-element positions to the CustomProperties map for scene saving. */ /** Export sub-element positions to the CustomProperties map for scene saving. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void ExportChildLocations(TMap<FString, FString>& OutProperties) const; void ExportChildLocations(TMap<FString, FString>& OutProperties) const;
/** Import sub-element positions from the CustomProperties map on scene load. */ /** Import sub-element positions from the CustomProperties map on scene load. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void ImportChildLocations(const TMap<FString, FString>& Properties); void ImportChildLocations(const TMap<FString, FString>& Properties);
}; };

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@@ -51,21 +51,21 @@ public:
* The new value is already applied when this is called. * The new value is already applied when this is called.
* @param PropertyPath The property that changed (e.g. "CharacterType" or "MyComponent.SomeProperty"). * @param PropertyPath The property that changed (e.g. "CharacterType" or "MyComponent.SomeProperty").
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorPropertyChanged(const FString& PropertyPath); void OnEditorPropertyChanged(const FString& PropertyPath);
/** /**
* Called when a property with bNeedsReinit is changed. * Called when a property with bNeedsReinit is changed.
* The new value is already applied. Use this to re-run initialization logic. * The new value is already applied. Use this to re-run initialization logic.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorNeedsReinit(); void OnEditorNeedsReinit();
/** /**
* Called on the NEW actor after a respawn triggered by bNeedsRespawn. * Called on the NEW actor after a respawn triggered by bNeedsRespawn.
* All properties have been applied. Use this for post-respawn setup. * All properties have been applied. Use this for post-respawn setup.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorNeedsRespawn(); void OnEditorNeedsRespawn();
/** /**
@@ -73,7 +73,7 @@ public:
* Fires both in editor (SceneSerializer) and in gameplay (SceneLoader). * Fires both in editor (SceneSerializer) and in gameplay (SceneLoader).
* Use this to re-initialize your actor based on the loaded property values. * Use this to re-initialize your actor based on the loaded property values.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnPropertiesLoaded(); void OnPropertiesLoaded();
/** /**
@@ -81,7 +81,7 @@ public:
* Use this to show/hide editor-only helpers (VR guides, placement aids, debug visuals, etc.). * Use this to show/hide editor-only helpers (VR guides, placement aids, debug visuals, etc.).
* @param bIsEditing True when entering edit mode, false when leaving (Play, return to game). * @param bIsEditing True when entering edit mode, false when leaving (Play, return to game).
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorModeChanged(bool bIsEditing); void OnEditorModeChanged(bool bIsEditing);
/** /**
@@ -90,7 +90,7 @@ public:
* the hood). Use this to kick off behaviour that should only happen while AI is live * the hood). Use this to kick off behaviour that should only happen while AI is live
* (spawn FX, reset state counters, unlock input, etc.). * (spawn FX, reset state counters, unlock input, etc.).
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorSimulateStart(); void OnEditorSimulateStart();
/** /**
@@ -102,7 +102,7 @@ public:
* Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied * Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied
* (typically 500ms after Stop was clicked). BT is still live but about to be disabled. * (typically 500ms after Stop was clicked). BT is still live but about to be disabled.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorSimulateStop(); void OnEditorSimulateStop();
/** /**
@@ -130,7 +130,7 @@ public:
* event still fires + grace period still granted) * event still fires + grace period still granted)
* Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close). * Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close).
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorBeforeSimulateStop(); void OnEditorBeforeSimulateStop();
/** /**
@@ -138,7 +138,7 @@ public:
* Use this to update visuals dynamically based on property changes, animate helpers, etc. * Use this to update visuals dynamically based on property changes, animate helpers, etc.
* @param DeltaTime Time since last frame. * @param DeltaTime Time since last frame.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorTick(float DeltaTime); void OnEditorTick(float DeltaTime);
/** /**
@@ -150,7 +150,7 @@ public:
* @return List of option strings. Empty = use default widget / fall through to the * @return List of option strings. Empty = use default widget / fall through to the
* structured variant below. * structured variant below.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const; TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const;
/** /**
@@ -164,7 +164,7 @@ public:
* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType"). * @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType").
* @return List of display/value pairs. Empty = fall back to the flat-string variant. * @return List of display/value pairs. Empty = fall back to the flat-string variant.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
TArray<FPS_Editor_PropertyOption> GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const; TArray<FPS_Editor_PropertyOption> GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const;
/** /**
@@ -185,6 +185,6 @@ public:
* @param PropertyPath The property path (e.g. "Weapon" or "MyComponent.WeaponType"). * @param PropertyPath The property path (e.g. "Weapon" or "MyComponent.WeaponType").
* @return DisplayName to show in the combo, or empty string to fall back. * @return DisplayName to show in the combo, or empty string to fall back.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
FString GetCurrentDisplayForProperty(const FString& PropertyPath) const; FString GetCurrentDisplayForProperty(const FString& PropertyPath) const;
}; };