Announcement

Collapse
No announcement yet.

Editor Utility Widgets Feedback

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • 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 ?

    Leave a comment:


  • 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

    Leave a comment:


  • replied
    Thanks, I submitted it

    Leave a comment:


  • 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:	56
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!

    Leave a comment:


  • 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:	56
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.

    Leave a comment:


  • replied
    How to input materials into editor utility widget?

    Leave a comment:


  • 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.

    Leave a comment:


  • 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

    Leave a comment:

Working...
X