Originally posted by MasterCheif
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If you want to create a new window, you'll need to subclass from FAssetEditorToolkit (DungeonArchitectEditor\Private\Core\ThemeEditor\DungeonArchitectThemeEditor.h). You can spawn your own tabs inside this window from the RegisterTabSpawners function.
You'll probably need some asset that you save in the content browser (like the theme file). This asset data will be a UObject (e.g. DungeonArchitectRuntime/Public/DungeonThemeAsset.h) in your runtime module. Then create two classes in the editor module so you can save this data in the content browser as an asset (DungeonArchitectEditor\Private\Core\ThemeEditor\DungeonThemeDataFactory & DungeonThemeAssetTypeActions)
The Factory class links your UObject data class with the asset. The Asset Type Action lets you customize the asset (color, name etc). Here you will also link the editor window with the asset so your window can be opened when double clicked
When I started DA two years ago, there wasn't much documentation on editor plugins except for this gem: Extending the Editor
I highly recommend the video if you are doing any editor programming. Then there is always the engine source code

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