I did a lot of testing of the “Widget editor blueprint” under the 4.22 preview, I saw in the roadmap that there was “ScriptableEditor” so my proposals may already be included in the next feature.
After several I think there are some nodes missing to improve interactions with the editor.
- Editor DataTable :
I’m not currently finding a way to save information simply as assets, the idea would be to be able to create and edit variables in a file ( style file.ini) to save blueprint editor configurations, which would allow to make presets simply and also to create mini-programs in Blueprint.
- Editor Text Files :
The same as for the datatable, the idea is to be able to create, read and write TextAsset.
- Get Editor Active Viewport Camera Location, rotation :
It is already possible to have this information via a “Get Level Viewport Camera Info” node, but the target is necessarily a “PlacedEditorUtilitesBase” I would like to do without creating an actor to get the camera, if possible, and the possibility of having this information when using the “Widget editor” allows you to create world editing assistants in real time.
- Get Editor Active Viewport absolute and local mouse position pixel :
For the moment the only nodes that allow to have the position of the mouse are only in absolute and do not allow to locate me in relation to the active viewport ( gives a coordinate of the windows desktop).
it would require a node that allows to coordinate it back with the mouse in relation to the viewport and only when it is active ( select), which will allow to make radius tracing for additions of editing capacity directly via the blueprint .
**- Input key and mouse in widget editor only : **
Added the possibility to have the input event of the mouse and keyboard to create widget editor controls.
- Set Widget Editor windows Size :
For the moment it is impossible to define the size when opening the widget editor window.
**- Run Widget Editor **
For the moment it is impossible to open another widget editor via blueprint, it is only possible to open the blueprint editor.
Thank you for everything, I continue the tests for the moment.