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MothDoctor avatar MothDoctor commented on August 11, 2024 1

@Robmaister Mhm... yes, using a wrapper struct is a great suggestion! I either didn't think of that or had some issue with that...
Anyway, I'll look into that, thanks! :)

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MothDoctor avatar MothDoctor commented on August 11, 2024 1

@ameaninglessname We can't use FGameplayTag customization without changing Pin Names to be gameplay tags ;)

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Robmaister avatar Robmaister commented on August 11, 2024

I've set up something like this without needing to modify the engine - look at FPrimaryAssetType for reference. The key is to use a wrapper struct around a FName and write both a IPropertyTypeCustomization and SGraphPin that provides the drop-down UI.

So in that case, const FFlowPinName& PinName (or whatever) would replace const FName& PinName. Might not be as readable for engineers but I think the improvements to usability would offset that by a lot.

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ameaninglessname avatar ameaninglessname commented on August 11, 2024

Why not just use FGameplayTag instead?
It's a wrapper struct for FName and has built-in "dropdown selection" support.

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