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  • started a topic Editor Utility Widgets Feedback

    Editor Utility Widgets Feedback

    Editor Utility Widgets, new in Unreal Engine 4.22, allow you to modify the layout of the editor user interface and set up Blueprints just like UMG widgets. These are Editor-only UIs, and the current implementation enables you to create custom tabs that can be selected from the Windows menu just like existing Editor tabs.

    And we'd like your feedback! How are you using them? What changes would you like to see? We want to hear it all!

    If you haven't experimented with them yet, check out the documentation below or our recent livestream:

    Editor Utility Widgets
    Editor Scripting How-Tos
    Creating Editor Utility Widgets Livestream


  • replied
    It was a great idea to utilize UMG for editor scripting, thank you!

    Some humble requests:

    a) When working with more than 1 viewport pane, we can't properly set pane camera orientation on project/map load (e.g. where every view should be in a different world location). The SetLevelViewportCameraInfo function always sets the active pane, it would be very useful to be able to specify pane index there. More on this issue here.

    b) It would be awesome to be able to automatically dock widget windows next to specified default tabs (e.g. one of the most 'popular' spots for that, next to the World Outliner tab) if needed. Very useful e.g. for a Marketplace product, for new users - for now they need to manually dock the widgets after they open in a new project.

    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.
    Last edited by Slavq; 10-08-2019, 09:06 AM.

    Leave a comment:


  • replied
    Originally posted by Shadow.Storm View Post


    There is a Spawn and Register Node function that should be able to do this for you.
    Thank you, it works correctly, but the function is not displayed when selecting the target "editor widget blueprint".

    Get mouse Viewport mouse position in editor :
    I have another question, the function to know the local position of the mouse in the viewport does not work in mod editor, however it works with an actor in mod simulation and play.
    A new function could be useful to be able to create an overlay of world edition by the mouse, know the local position of the mouse in the world window, and know the FOV to apply to the edition camera, or otherwise a projection function "Project Vector direction in editor viewport".

    New widget part :
    I saw the new widget tool for details, but it might be better to have all the editor widgets and then combine them with the existing tools, that's what I wanted to do for my own project.

    Blutilities type :
    There are many new types of blutilities available, but we would need some explanation and detail to be able to use them.

    Leave a comment:


  • replied
    Also, it would be nice to be able to right click on the tab of a Blueprint Editor Widget and find it in the content browser for further editing.

    Leave a comment:


  • replied
    Hi, Ive been down the rabbit hole a little on the Blueprint utility widgets and am wondering where (if) I can access the source file location of any assets, I can access the paths inside the engine just fine, no issue. But I wish to be able to import a file, then based on that file - automatically load the correct textures for it.

    Also, I was wondering if theres a fileDialog that can also be accessed via widgets, then use the path / filename / etc

    Leave a comment:


  • replied
    Several things that would be nice to have in Editor Utility Widgets:

    - PrintString - Currently, using PrintString with the widgets doesn't do anything.
    - SetTimerByFunctionName - Currently, using SetTimerByFunctionName also doesn't do anything.
    - Having an OnSelectedActorChanged event so that blueprints can respond to selection changes in the viewport. Currently, there is no way to respond to a user selecting objects.

    Leave a comment:


  • replied
    Originally posted by scha View Post

    Okay, so I had my old BP_Builder blueprint, which was a GlobalEditorUtilityBase, then I created a new BP_Builder_Widget, which is a EditorUtilityWidget, copyied all properties and functions from the old one to the new one using this plugin (I couldn't just reparent for some reason). Then in the widget designer I use "Details View" sub-widget, and I initialize it by giving "Self" to the "SetObject" function of the detail view, so it will be able to show the properties of the BP_Builder_Widget itself. Also, I specify which categories to show in the "Categories to show" property of the Details View. I actually made a UI with tabs, like you see above, and every tab have one detail view for one category.
    Then for the call-in-editor functions, I just made a button for each, and put them under the Details View, again like you can see in the pic in the post above.
    Yeah, thank you very much, the SetObject function was the key!

    Leave a comment:


  • replied
    Originally posted by OrsHerrero View Post
    Can you show a little how to use detail view? I'm not finding enough documentation to make it work.
    Okay, so I had my old BP_Builder blueprint, which was a GlobalEditorUtilityBase, then I created a new BP_Builder_Widget, which is a EditorUtilityWidget, copyied all properties and functions from the old one to the new one using this plugin (I couldn't just reparent for some reason). Then in the widget designer I use "Details View" sub-widget, and I initialize it by giving "Self" to the "SetObject" function of the detail view, so it will be able to show the properties of the BP_Builder_Widget itself. Also, I specify which categories to show in the "Categories to show" property of the Details View. I actually made a UI with tabs, like you see above, and every tab have one detail view for one category.
    Then for the call-in-editor functions, I just made a button for each, and put them under the Details View, again like you can see in the pic in the post above.
    Attached Files
    Last edited by scha; 09-18-2019, 08:16 AM.

    Leave a comment:


  • replied
    Originally posted by Shadow.Storm View Post

    scha's example with the details view (or single property view) is the intended workflow here - we don't want you to have to make your own asset dropdowns but all UI is meant to be in Editor Utility Widgets now.
    Thank you, I'll try following that.
    Originally posted by scha View Post
    Another problem: If you have a category and a sub-category in actor properties, like "Paint Material" and "Paint Material | Private", then when you use Details View with some "Categories to Show" specified, the sub-category will always be shown. Like, for example, I have Details View for "Wall", and it shows "Paint Material | Private" too.
    Can you show a little how to use detail view? I'm not finding enough documentation to make it work.

    Leave a comment:


  • replied
    Originally posted by scha View Post
    Another problem: If you have a category and a sub-category in actor properties, like "Paint Material" and "Paint Material | Private", then when you use Details View with some "Categories to Show" specified, the sub-category will always be shown. Like, for example, I have Details View for "Wall", and it shows "Paint Material | Private" too.
    Thanks for letting us know! We'll look into this.

    Leave a comment:


  • replied
    Originally posted by OrsHerrero View Post
    Sorry if this has been said, but, in old blutilitys, when you expose a variable on spam, you could set that variable in the UE widget, but with new Editor Widgets, I don't know how to set assets as inputs in the widget.

    Click image for larger version

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    Do you have any clue?
    scha's example with the details view (or single property view) is the intended workflow here - we don't want you to have to make your own asset dropdowns but all UI is meant to be in Editor Utility Widgets now.

    Leave a comment:


  • replied
    Originally posted by scha View Post
    I just noticed another difference between the old system and the new one: spawning new Actors from an Utility widget will not call the Actor's construction script. In 4.22 it was called.
    I think the new way is kinda wrong, no?
    I agree that this seems like there is an issue here, and we'll look into it on our end. Thanks for letting us know!

    Leave a comment:


  • replied
    Another problem: If you have a category and a sub-category in actor properties, like "Paint Material" and "Paint Material | Private", then when you use Details View with some "Categories to Show" specified, the sub-category will always be shown. Like, for example, I have Details View for "Wall", and it shows "Paint Material | Private" too.
    Attached Files

    Leave a comment:


  • replied
    I just noticed another difference between the old system and the new one: spawning new Actors from an Utility widget will not call the Actor's construction script. In 4.22 it was called.
    I think the new way is kinda wrong, no?

    Leave a comment:


  • replied
    Sorry if this has been said, but, in old blutilitys, when you expose a variable on spam, you could set that variable in the UE widget, but with new Editor Widgets, I don't know how to set assets as inputs in the widget.

    Click image for larger version

Name:	image_173137.png
Views:	1
Size:	46.2 KB
ID:	1665574

    Do you have any clue?
    Last edited by OrsHerrero; 09-17-2019, 06:31 AM.

    Leave a comment:

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