
Descripción
Interactive Struct Filler turns any USTRUCT into a guided, click-to-fill input flow — no boilerplate, no per-command UI code.
Hand the component a struct (an RTS command, an ability payload, a spawn request… anythinthe struct's fields and drives the player through one input "mode" per field — pick an
actor, pick a world point, pick a navmesh location, or your own custom mode — then hands struct, ready to execute, queue, or replicate.
It's the parameter-gathering front end for RTS commands, MOBA/ARPG ability targeting, building placement, tower defense, level/spawn tools, or any "click here, then here, then confirm" interaction.
WHY IT'S DIFFERENT
• Data-driven: the struct's shape defines the flow. Add a field → the wizard gains a step. Zero UI plumbing per command.
• One component, fully Blueprint: BeginFill / RouteInput / Cancel, plus OnCompleted / OnStepStarted / OnCanceled / OnMessage events. Drop it on your PlayerController and go.
• Extensible: subclass the mode base in C++ or Blueprint and call Commit() when satisfied. Explicit completion — no fragile "did the value change?" guessing that stalls on a legitimate (0,0,0) or false.
• Decoupled by design: dispatch goes through the IFillCommitSink interface or a delegate, so it slots into your command/ability system without dragging in dependencies.
WHAT'S INSIDE
• StructFiller (runtime core) — the fill engine, mode + LIFO stack, project settings, dispatch interface. Engine-only dependencies.
• StructFillerCommonModes — ready-made Pick Actor / Pick World Location / Pick Nav Location modes.
• StructFillerEditor — automation tests covering the full fill / cancel / abort lifecycle.
FEATURES
• Reflection-driven field walk over any FInstancedStruct
• Explicit Commit / Abort / IsComplete completion model
• Quick-cast (one-click) support
• Project Settings whitelist (struct → mode) + optional auto-registration
• Per-step and message events to drive your HUD
• Fully commented C++; README, Quick Start, and full API reference included
• 100% Blueprint-callable; author modes in Blueprint or C++
TECH NOTES
• Local / client-side input flow: it performs no replication and no authority checks — uploading the finished struct to the server is the host's responsibility (documented).
• Targets UE 5.4–5.7+: the StructUtils/InstancedStruct dependency is selected automatically per engine version in the build rules.
• No engine modification. Pure code plugin.
GET STARTED IN 3 STEPS
1. Add the StructFill component to your PlayerController.
2. Register a mode for each parameter struct (or use the Common Modes).
3. Call BeginFill(yourStruct) and bind OnCompleted.

