Ah i see, maybe u can add enum support later on. We use those all over the place and like i noted in my other thread, its not practically to create customs editors per enum/action.
We use enums for our event system, so u don't guess what event string to send or make errors writing it. So u just use "EventType.EventXY.ToString()". This also solves the problem to understand what events are actually "supported/available", since u can select/see them from a enum. We also ensure the same event names are used over several event systems this way, so u can easily send events across different systems. Than ofc its much more flexible than hardcode event string names.
So as i noted we have a ToggleLinked action, that can "Toggle", "ToggleOn", "ToggleOff" Linked objects, if they support those events. So ofc we would like to give the level-designer the ability to select what event to send to those linked objects, so we would like to expose those enums to the inspector, so the level-designer can change the setup easily, without needing to know what state to change/look.
We also use the same system to setup EventMask's, which basically allow multiple events to-be set in one drop-down field or do multiple data selections.
thx Andy