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  • replied
    Originally posted by scha View Post
    Hi, quick question.

    In the editor widget, I don't find SetActorSelectionState bp node anymore.

    How do you change selection in 4.23 editor utilities?

    edit: I found this in the docs, but I don't see it in autocomplete. I only have GetSelectioSet and GetSelectionBounds.
    https://docs.unrealengine.com/en-US/...ate/index.html
    Btw, I found it, it's in the Editor Scripting Utilities plugin now, which is disabled by default.

    Leave a comment:


  • replied
    Originally posted by Shadow.Storm View Post

    Probably for this case I would make a function to call on those actors, and call that when you construct the actors but also make it available to be called from your Editor Utilities.
    This is almost, but not quite, an okay solution for me. I've hit a bug:

    if your Actor has a Call-In-Editor function (MyFunction) which spawns a Child Actor using a Child Actor Component, that Child Actor's ConstructionScript will run only if MyFunction was not called from an Editor Utility Widget. That is, clicking the MyFunction button in the Actor's details panel works fine, but if you call that same function on the selected actor from an Editor Utility Widget, the newly-created child actor's ConstructionScript will not run.

    EDIT: This also happens for non-Child Actors. Any Actor created by the Actor having the function called on it won't run its ConstructionScript if the function was called from an EditorUtilityWidget. I was able to work around this by giving every actor a Generate function instead of ConstructionScript, and calling that through an interface. Seems alright!
    Last edited by JoeWintergreen; 09-14-2019, 06:46 PM.

    Leave a comment:


  • replied
    Hi, quick question.

    In the editor widget, I don't find SetActorSelectionState bp node anymore.

    How do you change selection in 4.23 editor utilities?

    edit: I found this in the docs, but I don't see it in autocomplete. I only have GetSelectioSet and GetSelectionBounds.
    https://docs.unrealengine.com/en-US/...ate/index.html
    Last edited by scha; 09-13-2019, 09:56 AM.

    Leave a comment:


  • replied
    Originally posted by JoeWintergreen View Post
    Any chance of a node to run an Actor's ConstructionScript from an Editor Utility? I have a lot of actors with fairly elaborate stuff happening in ConstructionScript, and it'd be great to be able to have an Editor Widget change some settings on those actors and have them regenerate, without having to move the actor/change a setting on it to trigger the ConstructionScript.
    Probably for this case I would make a function to call on those actors, and call that when you construct the actors but also make it available to be called from your Editor Utilities.

    Leave a comment:


  • replied
    Any chance of a node to run an Actor's ConstructionScript from an Editor Utility? I have a lot of actors with fairly elaborate stuff happening in ConstructionScript, and it'd be great to be able to have an Editor Widget change some settings on those actors and have them regenerate, without having to move the actor/change a setting on it to trigger the ConstructionScript.

    Leave a comment:


  • replied
    Originally posted by Rosium View Post

    in that case, i have some issues with the functions that are available. when i call any functions that are being called by the viewport toolbar, it crashes my project and gives me an error regarding the following:

    Can not open the new map because the current map can not been garbage collected.
    Conflict with a shared pointer.
    No errors-> Unhandled Exception.
    Do not use engine flags (this is for internal use only). DO NOT USE.

    Also, when the editor widget is left opened, it crashes, when i reopen my project. the window where the widget used to be would be empty, i would click on my button to open a new level, and it would crashed and one of the following errors above.

    I would use the one of the following functions
    ToggleGameView()
    ToggleActorCameraView()
    bool bLocked;
    SetGameView()

    Is there a certain process that I am missing to have the ability to call editor functions within my editor widget?
    For this case, it's probably best to enter in a bug report and if possible, include your widget with a sample project so that your issue can be reproduced and debugged. Thanks!

    Leave a comment:


  • replied
    Originally posted by Shadow.Storm View Post

    The viewport toolbar functionality should all be within the editor modules, so anything that is exposed to scripting there should be fine to call from Editor Utility Widgets!
    in that case, i have some issues with the functions that are available. when i call any functions that are being called by the viewport toolbar, it crashes my project and gives me an error regarding the following:

    Can not open the new map because the current map can not been garbage collected.
    Conflict with a shared pointer.
    No errors-> Unhandled Exception.
    Do not use engine flags (this is for internal use only). DO NOT USE.

    Also, when the editor widget is left opened, it crashes, when i reopen my project. the window where the widget used to be would be empty, i would click on my button to open a new level, and it would crashed and one of the following errors above.

    I would use the one of the following functions
    ToggleGameView()
    ToggleActorCameraView()
    bool bLocked;
    SetGameView()

    Is there a certain process that I am missing to have the ability to call editor functions within my editor widget?

    Leave a comment:


  • replied
    Originally posted by Jerome Parent View Post
    I noticed that using the Single Property View widget to change the value of a property on the widget itself (by setting the Object target as Self in the widget constructor) marks the current persistent world as dirty, since the widget's outer is the current world.

    This is a pretty big problem since a lot of people on my project work in the same persistent on different sublevels and they get prompted to save the moment they click any Single Property widgets, when in fact they do not need or want to Save/Check Out the persistent level since they have not actually changed anything.
    Interesting - thank you for reporting this, we will investigate it on our end!

    Leave a comment:


  • replied
    Originally posted by CyberAlien View Post
    Hello ,


    I would also like to be able to run "Widget editor utilities" via blueprint (as the right click and run), I can't find a node that allows it.


    There is a Spawn and Register Node function that should be able to do this for you.

    Leave a comment:


  • replied
    Originally posted by Rosium View Post

    Understood, are the functions called from the viewport tool bar in the same situation? meaning, if want to call the functions like pilot camera in within the ediget widget is that possible? or will i be facing the same problems as runtime vs editor?
    The viewport toolbar functionality should all be within the editor modules, so anything that is exposed to scripting there should be fine to call from Editor Utility Widgets!

    Leave a comment:


  • replied
    I noticed that using the Single Property View widget to change the value of a property on the widget itself (by setting the Object target as Self in the widget constructor) marks the current persistent world as dirty, since the widget's outer is the current world.

    This is a pretty big problem since a lot of people on my project work in the same persistent on different sublevels and they get prompted to save the moment they click any Single Property widgets, when in fact they do not need or want to Save/Check Out the persistent level since they have not actually changed anything.

    Leave a comment:


  • replied
    Hello ,

    I did some tests under 4.23 with the new nodes, and I can't find a way to get the position of the mouse in relation to the viewport of the world editor.
    I explain myself, I would like to have the position of the cursor on the screen, the position of the camera in the world and the Fov apply to the camera to be able to create an edition extension of the world editor using a Widget editor utilities, for the moment it is possible to have the position, rotation of the camera but not the position and size of the absolute viewport display.
    I don't know if it's the use of Interactor class that should be used.

    I would also like to be able to run "Widget editor utilities" via blueprint (as the right click and run), I can't find a node that allows it.

    And one last thing, I would like to know if you have any documentation on additional classes to add to the blutilities, like ViewportInteractor ect....

    Thank you...

    Leave a comment:


  • replied
    Originally posted by Shadow.Storm View Post

    Hi! So, as early as 4.22, we began enforcing a stronger line between editor code and runtime code. It's safe to reference runtime code in editor code, since you have to have it for things like Play In Editor testing. It's not safe to reference editor code in runtime code, as you may be trying to access data that doesn't exist and could crash, etc. You can reference a regular widget blueprint in an editor widget blueprint, but the case you are trying won't be supported.
    Understood, are the functions called from the viewport tool bar in the same situation? meaning, if want to call the functions like pilot camera in within the ediget widget is that possible? or will i be facing the same problems as runtime vs editor?

    Leave a comment:


  • replied
    Originally posted by westcut View Post

    Mine always opens here
    Click image for larger version

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    When my widget opens, it crashes when i open a new level from the widget, reason being, the level can not load will the current map is open

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  • replied
    Quick question, I have a GlobalEditorUtilityBase derived BP. In 4.22 it will show as a window with different buttons for call-in-editor functions. But in 4.23 it's not working anymore. When I open it it will just complain about "Run" function and that's it. Any way to make it work again?

    Leave a comment:

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