Hey! Trying to create a plugin that contains asset which can spawn a set of actors into a editor world (viewport). So far I’ve found that I have to use a base class UActorFactory and implement similar behavior like UActorFactoryStaticMesh. OK. I can subclass UActorFactory and override methods. But It is much more left to implement. Is there maybe a good tutorial on this topic? OR maybe I have wrong idea on how to implement such behavior?
Hello! This can help https://answers.unrealengine.com/questions/1000550/dynamically-spawning-actors-in-the-editor.html
@Kehel18 thanks!
OR maybe I have wrong idea on how to
implement such behavior?
Yes I did have wrong idea on how to make it right.
What I need was:
- Derive from AActor
- Implement spawning logic inside derived AClass
- Tune details panel by creating custom module
- Subclass IDetailCustomization
- Register AClass in my custom module
- Wrap all this stuff with custom plugin