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  • 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:


  • replied
    One slightly annoying thing at the moment (4.23.1) is that every time I update an EUW, I have to close it and reopen it to get the changes, which gets a bit tedious (I'm 90% sure I didn't have to do this one or two versions before). I haven't checked 4.24 preview.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    Hello all! I'm dealing with an issue and I'm not sure if this is a bug or I'm doing something wrong:

    With an editor utility widgets I'm trying to create children of a certain blueprint class, let's name it as MyAssetBP, so I'm duplicating a child of that class (because I'm not being able to create assets directly).

    Anyway, my new children have been created corretly but I'm trying to set the static mesh defined on MyAssetBP with a certain mesh and to do that I have to cast the resulting child (Object Reference) to MyAssetBP. This Cast should success as long as my duplicated Object inherit from MyAssetBP, but the cast is resulting failed.

    Any clue? If it is not clear, let me know and I'll try to explain it better.

    Leave a comment:


  • replied
    Originally posted by Shadow.Storm View Post

    I just tried out a test case in 4.24 preview and was unable to reproduce it. If you are still seeing it in 4.24 preview (in a copy of your project), can you report a bug using the bug tracker? Thanks!
    Okay, I made a test project for 4.24 and i will submit it now. Attaching it here too.

    Submitted.
    Attached Files
    Last edited by scha; 11-11-2019, 03:47 PM.

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  • replied
    Originally posted by scha View Post


    I did that, but I don't want to put this on the marketplace, because once you fix it this function will be called twice and break things again.
    I just tried out a test case in 4.24 preview and was unable to reproduce it. If you are still seeing it in 4.24 preview (in a copy of your project), can you report a bug using the bug tracker? Thanks!

    Leave a comment:


  • replied
    Another little one: Class Description (the little text which you can set in Class Settings panel of the BP) is not showing up in the content browser. Check the pics below
    Attached Files

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  • replied
    Originally posted by Shadow.Storm View Post

    Okay, that does sound like a bug with that node. Could you please report it here: https://epicsupport.force.com/unrealengine/s/ thanks!
    Done! I sent a simple BP Widget. I also found that the bug occurs only if something is already selected before the transaction, if nothing is selected then Ctr-Z works as expected.

    Leave a comment:


  • replied
    Originally posted by scha View Post

    Yes. Check the simplified version of the whole thing:


    Click image for larger version Name:	Annotation-20191104-191041.jpg Views:	0 Size:	180.2 KB ID:	1682439

    And when I use it it will select actors correctly, then on Ctrl-Z it will show the notification"Undo: Select Between", but not undo the selection.

    I use the same schema everywhere and it works everywhere but not with "set selected state"
    Okay, that does sound like a bug with that node. Could you please report it here: https://epicsupport.force.com/unrealengine/s/ thanks!

    Leave a comment:


  • replied
    Originally posted by Shadow.Storm View Post

    Are you also using the BeginTransaction and EndTransaction nodes?
    Yes. Check the simplified version of the whole thing:


    Click image for larger version  Name:	Annotation-20191104-191041.jpg Views:	0 Size:	180.2 KB ID:	1682439

    And when I use it it will select actors correctly, then on Ctrl-Z it will show the notification"Undo: Select Between", but not undo the selection.

    I use the same schema everywhere and it works everywhere but not with "set selected state"
    Last edited by scha; 11-04-2019, 02:15 PM.

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  • replied
    Originally posted by scha View Post
    I found another one: it seems that "set actor selection state", from the Editor Scripting Plugin, is not added to the undo transaction properly. When I use it to add actors to the selection inside a transaction, then undo the transaction, the selection doesn't change.

    Or maybe I'm doing something wrong?


    Click image for larger version Name:	Annotation-20191104-154334.jpg Views:	0 Size:	74.3 KB ID:	1682349
    Are you also using the BeginTransaction and EndTransaction nodes?

    Leave a comment:


  • replied
    I found another one: it seems that "set actor selection state", from the Editor Scripting Plugin, is not added to the undo transaction properly. When I use it to add actors to the selection inside a transaction, then undo the transaction, the selection doesn't change.

    Or maybe I'm doing something wrong?


    Click image for larger version  Name:	Annotation-20191104-154334.jpg Views:	0 Size:	74.3 KB ID:	1682349
    Last edited by scha; 11-04-2019, 10:54 AM.

    Leave a comment:


  • replied
    If the "Select Actors Using This Asset" function could be exposed it might be helpful. Someone needs a tool that can select all actors using a certain texture and put them in a folder. Sadly they dont use material instances, so there is no way to check if an actor uses a texture in its material.
    Also I dont know if keyboard input is implemented yet.
    Last edited by Mystice Games; 11-02-2019, 09:28 PM.

    Leave a comment:

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