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[Free] ElgEditorScripting - Editor Utility Widget Extension (Events and stuff)

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    [PLUGIN] [Free] ElgEditorScripting - Editor Utility Widget Extension (Events and stuff)

    ElgEditorScripting is an Unreal Engine 4.22 editor only plugin created to extend the possibilities of Editor Utility Widget scripting.

    The plugin add basic Level Editor events like OnActorAdded/Deleted/Selected, OnBegin/EndPIE, OnMouseClick, OnInputKey and more.

    For the Content Browser it has events like OnAssetCreated/Removed/Renamed and Selected/Deselected.

    It also add nodes to get the MousePosition in the level editor, Read/Write to config files, Load/Reload/Compile Modules, Show the SlowTask UI, Add/Remove Components/Interfaces. Open/Close EditorWidgets* and set the EditorWidget tab Label and tooltip.

    The plugin and test/example project can be found on github.



    Level Editor events that are exposed in the plugin are:
    OnLevelActorAdded, OnLevelActorDeleted, OnLevelActorAttached, OnLevelActorDetached,
    OnActorSelectionChanged, OnActorSelected, OnActorDeselected, OnActorMoved,
    OnWorldAdded, OnWorldDestroyed, OnMapOpened, OnMapChanged,
    OnEditorModeChanged, OnEnterMode, OnExitMode,
    OnEditorCameraMoved, OnFocusViewportOnActors,
    OnBeginPIE, OnPausePIE, OnResumePIE, OnEndPIE, OnBeginStandaloneLocalPlay,
    OnLeftMouseClick, OnMiddleMouseClick, OnRightMouseClick, OnInputKey.
    OnActorSelectionChanged event
    Example of spawn an Actor in the world on the mouse cursor position on middle mouse button click.
    SpawnAtMouseOnMouseClick


















    ContentBrowser events that are exposed are:
    OnAssetCreated, OnAssetRemoved, OnAssetRenamed,
    OnAssetSelectionChanged, OnAssetSelected, OnAssetDeselected.

    OnAssetSelected event

    The Config Context let you read/write to config ini files in the "Project/Config/" folder by specifying the Config filename and the config section.
    Config read int

    The plugin expose Module Manager functionality to blueprints so you can Load/Unload/Recompile module from Editor Widgets.
    Example of editor widget that recompile the ElgEditorScripting plugin so I don't have to use the Module tab
    Recompile Module

    The SlowTask progress bar UI is exposed so your tool can show the progress of longer task. It has an option if the user should be able to cancel the progress.
    SlowTask

    Comes with helper blueprint nodes to work on Blueprint Objects, like the possibility to add/remove Components, add/remove Interfaces and Compile them.
    Blueprint Object nodes

    Helper blueprint nodes for working with AssetData and AssetObject.
    Assets nodes

    Blueprint nodes that add the possibility to change the tab name, *open or close another Editor Widget tab.
    *Opening and closing of Editor Widgets only work if the widget has been Run before.
    Open/close another Editor Widget
    OpenEditorWidget
    Last edited by ElgSoft; 05-13-2019, 04:36 AM.

    #2
    1.0.1 Exposed PluginManager to Blueprints. So now you can Enable/Disable, get information about all plugins etc.

    PluginNodes

    I made a custom PluginBrowser in EditorWidgets using the new PluginManager nodes.

    PluginBrowser

    Comment


      #3
      This is pure gold! I'm in love with "run construction scrips" and mouse events)
      Thank you so much!

      Comment


        #4
        This is really useful, thanks a lot for this!

        Comment


          #5
          This is amazing! Than you so much for your work!

          Comment

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