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  • replied
    Any news here? I really want to update my plugins to be 4.24 compatible since a lot of people are asking for it

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  • replied
    Originally posted by ac_fabio View Post

    Where can I find such subsystem? (new to C++ programming, sorry). I'm looking to launch an Editor Uitility Widget when pressing a Plugin Button in the Editor Panel
    In c++ it seems it works like so:

    Code:
                        UEditorUtilitySubsystem* EditorUtilitySubsystem = GEditor->GetEditorSubsystem<UEditorUtilitySubsystem>();
                        EditorUtilitySubsystem->SpawnAndRegisterTab(EditorWidget);
    and in bp just right click and type "GetEditorUtilitySubsystem" and you have it.

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  • replied
    Originally posted by Shadow.Storm View Post

    In 4.23 Preview, the Editor Utility Subsystem has a function SpawnAndRegisterTab that should be able to help with that, and it just takes the Editor Utility Widget Blueprint as an input.
    Where can I find such subsystem? (new to C++ programming, sorry). I'm looking to launch an Editor Uitility Widget when pressing a Plugin Button in the Editor Panel
    Last edited by ac_fabio; 02-17-2020, 12:10 PM.

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  • replied
    Hi.
    first of all so far its been a great experience with the editor utility widgets but here are my two-cents:

    I'd like to see the possibility to change the Viewport mode (unlit, lit, lighting only, etc.), Buffer Visualization, Show-Flags (Mesh Distance Fields, Light Types, etc.) and while were at it maybe changing perspective modes is useful to someone too!

    Changing Grid Scaling would be useful too!

    I guess I like to see generally more options to modify the viewport.


    Cheers!

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  • replied
    Hi. I'm creating a simple Editor Utility Widget. In the construction script I write the message output. After I launch the widget and see its work in the logs.

    The first problem is that after each autosave of the project, the script is executed. This is good, but it would be cool to have an analog event-begin play for such widgets, which will be executed only when the widget starts, and not every update or autosave.

    Now the second problem. It looks like the UE is not unloading data when the widget is closed. Here is an example below. When the project is saved, the logic is written in the log, which was installed on the construction script in the widget. if I open and close the widget several times and save the project, then the log will be processed as many times as I opened the widget.
    The problem is treated by restarting the project.

    Video:
    https://drive.google.com/open?id=1K_...Fwc3Hu-5rmbqjw

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  • replied
    For everyone using 4.24 I got this reply from the dev team:
    "It looks like the "Set Object" function has been removed in 4.24. That would be the reason your Widget is crashing. It is trying to compile something that doesn't exist anymore."

    But I´m not sure on how to actually display and set the variables in the editor widget in 4.24. Anyone got an answer to this?

    Edit:
    Shadow.Storm mentioned this in an earlier post here, but no further explanation was given yet: "...expose properties for editing without needing to remake editor UI. A helpful hint is to set "this" node for the Object oh these widgets, and then any public properties will show up."
    Attached Files
    Last edited by Andyhdr; 01-22-2020, 04:41 AM.

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  • replied
    Hi, I have a concern about file creation and editing.
    I use the "Create Asset..." node and for the moment I had only used it on the "Object" base type assets and I can create, edit and save the entire asset.
    However I have tested with the "Actor" type assets, and now it is possible to create the asset but impossible to edit it and when I want to open it I crash.
    It's a pity that it doesn't work especially because it's impossible to create an asset from an actor in the world (like conversion).
    I believe that the version of the plugin "Editor utility" didn't have an update since, will you make an update soon to add functionality ?

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  • replied
    Originally posted by Slavq View Post

    I've just noticed that in 4.24 widget windows and viewport layout is now project wide! So now every project can have its own viewport/widget arrangement. This is much better, thank you!
    ... Am I right? This is a new thing in 4.24, right? Just wanted to make sure that I'm not missing something here
    For others wondering this: Seems like the widget arrangement is stored in the Saved/Config/Windows/EditorPerProjectUserSettings ini file.
    If you keep this in your project, widget/layout arrangement should stay saved in your project correctly.

    Again, thank you dev team for the utility widgets! I've used them to create a layer system and material preview widgets for my new texture creator tool
    https://forums.unrealengine.com/unre...exture-creator

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  • replied
    Thanks, I submitted it

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  • replied
    Originally posted by Andyhdr View Post
    So I just ported my editor widget from 4.23 to 4.24 and now it crashes everytime I compile it. If I disable the connection here I don´t get a crash. Has the "set object" function changed? It also happens if I run the function in the "event construct".

    If I don´t use the Set object function I´m not able to populate my widget with all my variables.

    Click image for larger version

Name:	CrashImage.png
Views:	204
Size:	87.1 KB
ID:	1708062
    Hi! Can you please report that here: https://epicsupport.force.com/unrealengine/s/ so we can get it tracked? Thanks!

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  • replied
    So I just ported my editor widget from 4.23 to 4.24 and now it crashes everytime I compile it. If I disable the connection here I don´t get a crash. Has the "set object" function changed? It also happens if I run the function in the "event construct".

    If I don´t use the Set object function I´m not able to populate my widget with all my variables.

    Click image for larger version

Name:	CrashImage.png
Views:	204
Size:	87.1 KB
ID:	1708062

    Leave a comment:


  • replied
    Originally posted by Slavq View Post
    Update, a major one: c) When opening widgets in one project, the widget windows remain opened also in other projects that use the same engine version. This is very cumbersome, e.g. I use an editor widget in project A, then I open project B and it shows empty windows where the widgets from project A were. I don't use any widgets in the other projects, so I need to rearrange the window layout every time I reopen the project with widgets.
    Please make the widget window arrangement project-wide, not engine-wide.
    I've just noticed that in 4.24 widget windows and viewport layout is now project wide! So now every project can have its own viewport/widget arrangement. This is much better, thank you!
    ... Am I right? This is a new thing in 4.24, right? Just wanted to make sure that I'm not missing something here

    Leave a comment:


  • replied
    Is there any chance you could automatically discard EditorUtilityActors/Objects in the level when loading standalone?

    If I make an EdUtilActor and place it in the level, it always generates a heap of log errors on load (even if I set Editor Only Actor = True). I'm guessing they go away on cook, but the problem is I place these around and the programmers get understandably antsy about leaving heaps of known log errors in the uncooked game.

    This is an example of the errors generated by an Editor Only EdUtilActor with no code in it:

    Code:
    [2019.11.27-20.59.43:398][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'DefaultSceneRoot': BlueprintGeneratedClass /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor_C
    [2019.11.27-20.59.43:418][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'UserConstructionScript': BlueprintGeneratedClass /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor_C
    [2019.11.27-20.59.43:418][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'EventGraph': EditorUtilityBlueprint /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor
    [2019.11.27-20.59.43:419][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'UserConstructionScript': EditorUtilityBlueprint /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor
    [2019.11.27-20.59.43:419][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'K2Node_CallFunction_0': EdGraph /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor:UserConstructionScript
    [2019.11.27-20.59.43:420][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'K2Node_Event_0': EdGraph /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor:EventGraph
    [2019.11.27-20.59.43:420][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'K2Node_Event_1': EdGraph /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor:EventGraph
    [2019.11.27-20.59.43:421][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'K2Node_Event_2': EdGraph /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor:EventGraph
    [2019.11.27-20.59.43:421][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'K2Node_FunctionEntry_0': EdGraph /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor:UserConstructionScript
    [2019.11.27-20.59.43:422][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'DefaultSceneRoot_GEN_VARIABLE': BlueprintGeneratedClass /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor_C
    [2019.11.27-20.59.43:422][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'SceneThumbnailInfo_0': EditorUtilityBlueprint /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor
    [2019.11.27-20.59.43:423][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'SimpleConstructionScript_0': BlueprintGeneratedClass /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor_C
    [2019.11.27-20.59.43:423][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'SCS_Node_0': SimpleConstructionScript /Game/Blueprints/Test_EdUtilActor.Test_EdUtilActor_C:SimpleConstructionScript_0
    [2019.11.27-20.59.43:424][  0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource 'DefaultSceneRoot': Test_EdUtilActor_C /Game/Maps/Test/ProcGen_Test.ProcGen_Test:PersistentLevel.Test_EdUtilActor_2
    I have these ed util actors that hold information about procedurally generated stuff (and all the generation code), and they use editor scripting code to spawn actors. As a workaround I could make them non-ed-util actors that stay in the world, and use right-click actor action utils to do the scripting work, but there is a bunch of stuff that should happen automatically rather than be triggered manually. So it'd be nice if we could just keep these in the world and know that they get discarded in-game.

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  • replied
    How to input materials into editor utility widget?

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  • replied
    Originally posted by Shadow.Storm View Post
    Hi folks! The two above posts are more generally about editor scripting, so it would probably be best to start threads just for them. This thread is more for how the widgets work. Thanks!
    You are right, I'll bump my post to a new thread. Thanks and sorry!

    Leave a comment:

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