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

View File

@@ -25,47 +25,47 @@ class PS_EDITOR_API IPS_Editor_ChildMovable
public:
/** Number of movable sub-elements. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
int32 GetMovableChildCount() const;
/** 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;
/** 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);
/** 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;
/** 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);
/** 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. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const;
/** 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);
/** 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);
/** Clear all sub-element highlights. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
void ClearChildHighlight();
/** 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;
/** 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);
};

View File

@@ -51,21 +51,21 @@ public:
* The new value is already applied when this is called.
* @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);
/**
* Called when a property with bNeedsReinit is changed.
* 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();
/**
* Called on the NEW actor after a respawn triggered by bNeedsRespawn.
* 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();
/**
@@ -73,7 +73,7 @@ public:
* Fires both in editor (SceneSerializer) and in gameplay (SceneLoader).
* 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();
/**
@@ -81,7 +81,7 @@ public:
* 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).
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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
* (spawn FX, reset state counters, unlock input, etc.).
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorSimulateStart();
/**
@@ -102,7 +102,7 @@ public:
* 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.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorSimulateStop();
/**
@@ -130,7 +130,7 @@ public:
* event still fires + grace period still granted)
* 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();
/**
@@ -138,7 +138,7 @@ public:
* Use this to update visuals dynamically based on property changes, animate helpers, etc.
* @param DeltaTime Time since last frame.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
void OnEditorTick(float DeltaTime);
/**
@@ -150,7 +150,7 @@ public:
* @return List of option strings. Empty = use default widget / fall through to the
* structured variant below.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const;
/**
@@ -164,7 +164,7 @@ public:
* @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.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable")
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").
* @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;
};