Comments (4)
For Viewport drawing, interactions... ( for EditorModes and ComponentVisualizers ) I choosed to avoid performance issues do it only the CurrentLevelEditingViewport only this is why VisualizerBlueprint functions are not called when the component is selected in BlueprintEditorViewport.
To make it work you can comment this condition "LevelEditingViewportUtils::IsCurrentLevelEditingViewport" in NativeComponentVisualizerInstance
from ue4-editorscriptingtoolsplugin.
I am coming up empty on solutions for the component visualizer not working, for the Details Customization, I did go down the route of getting outer, from CustomizedObjects, then getting the class, and then CDO, and from there the component's archetype, which did result in allowing me to make changes, but those are now changes to the CDO, and wouldn't get propagated unless the whole blueprint was recompiled. So I feel like that was the wrong direction to go towards
from ue4-editorscriptingtoolsplugin.
To be able to Customize the CDO in the BlueprintEditor you will need to set "AllowDefaultObjectCustomization" to true (Under "CustomizedClass" property )
from ue4-editorscriptingtoolsplugin.
To be able to Customize the CDO in the BlueprintEditor you will need to set "AllowDefaultObjectCustomization" to true (Under "CustomizedClass" property )
Yes, that flag works as expected for actually editing the CDO, but what I am talking about is editing a component instance in another blueprint.
Lets say I create a details customization for the CharacterMovementComponent class, add a couple of widgets to categories, and have those execture some logic. If I then go an open any character BP, click on the CMC, I will see the details customization and the widgets will be added correctly, however, I'll be unable to modify that component
from ue4-editorscriptingtoolsplugin.
Related Issues (13)
- Monolithic headers in an engine plugin warning.
- Missing Icon for AssetThumbnailWidget_16x.png HOT 2
- [Suggestion] Make this plugin more convenient to be used in other project HOT 1
- Ability to change tool icon HOT 2
- 5.1 Support HOT 1
- Feature Request: Option to `Register` Per-Project instead of Per-User HOT 1
- AssetThumbnailWidget header name conflict
- Does not build with No-Unity or No-PCH HOT 1
- Question: Ability to create a dedicated editor mode for a specific blueprint class? HOT 6
- Register OnExecuteUserDefinedAction on tool start and end. HOT 2
- Editor User Defined Settings - Edit to saved local configs instead of default. HOT 2
- Editor Mode : On Level Save Override HOT 2
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from ue4-editorscriptingtoolsplugin.