Hello, thank you for your answer.
I continue the tests of the posibilities which are very big, but I have some small problem blocking some possibility, I list everything I have retained for the moment.
- Create and copy asset :
-Create new file
-Copy Asset
I have done several tests, and it is currently impossible to create a factory to use the create asset, maybe it is possible to create a file via the command console.
I was unable to create a copy of an asset.
I would like to be able to have a new basic asset created (blueprint, material, text asset ect…), then to be able to edit them via blueprint .
**- StaticMesh asset editing: **
-Change Collision Complexity
-And LOD collision work?
-Change all variable?
I would like to be able to change the collision type because it is possible to create simple but impossible collisions to change the collision type to be used by the asset, I tested the LOD collision set but I am not sure it works.
Many variables are totally inaccessible via the Blueprint.
- Editor World Viewport :
-Get Start desktop position Viewport
-Get Size editor Viewport
I can have the position of the mouse but impossible to know the size and position of the World viewport editor.
To get the position and rotation of the camera editor, you must use a “PlacedEditorUtilityBase” to use the “Get Level Viewport Camera Info” function.
I would like to create a real-time interaction with the world editor with the use of the mouse with a 2Dvector InScreen to 3D world mouse projection.
- Function Library :
I use the “Editor Scripting utilities” plugin, it is impossible to create a library function with the plugin nodes (unique placed editor utilities base or blutilies)
For the creation of a save data for blueprint application, it is possible to use the DataTag in an asset but it is not extremely practical, a save game is also possible but it is DIY, editing and creating a type of file or asset style ini file or datatable would be the best.
I continue to test the possibilities, and I will keep you informed of the ideas.
Thank you.