Parent socket name wrapper with convenient property editing widget. Property editing widget allows for choosing socket name from parent scene component of the scene component containing the parent socket variable.
- Place ParentSocket.h header file in a
Runtime
module of your choosing. - Place contents of Editor folder in a
Editor
module of your choosing. - Add
FParentSocketCustomization::Register()
call toStartupModule()
function. - Add
FParentSocketCustomization::Unregister()
call toShutdownModule()
function.
- Use
FParentSocket
struct instead ofFName
for socket name. This will work only for a variable in a scene component that is attached to a scene component you want to get socket names from. - In the Editor in Details view of the component you'll see a combobox widget for editing your socket. You can:
- select a socket name by clicking on the triangle on the right side of the widget,
- edit name using keyboard after clicking on the text part of the widget.