Hey,
I’m trying to implement a change I did to the editor into a custom plugin. The only thing I changed were a few lines of code in an already existing function within the EditorViewportClient.cpp class. Now with new versions of the engine coming up, rebuilding the custom engine every time seems unnecessarily complicated, so I was wondering if I could implement the changes into a plugin. Just having to rebuild the plugin as opposed to the whole engine would save a lot of time. I heard the engine could be extended quite drastically but I’m not a C++ expert. Is something like this possible?
Hello,
Please note that you can extend existing Engine classes while creating your plugin.
Thus, you will have both existing functionality and possibility to customize it.
If you like to learn more about Plugins in UE4, please go here:
Hope this helped!
Cheers!
Hey, and thanks for the post,
I’ve tried around a little bit but it seems like I can’t get it to work. I created a plugin and for testing purposes, copied the whole ViewportClient cpp and h files into it. I stumbled upon this post for replacing classes within the editor: How to extend engine classes in a plugin? - Plugins - Epic Developer Community Forums
But sadly replacing the EditorViewportClient was not an option there. It seems I am missing something…
Hey, I struggle with the same problem. Does anyone know how to extend source code classes/functions via plugin?