Editor Utility Actor Cant Call in Editor

Im using an editor utility actor with a custom event to import a heightmap to a landscape from a render target but when I enable “call in editor” on the event I cant see the button in the “defaults” section in the details panel. I have to use editor utilities because sadly the “landscape import heightmap from render target” node cant be used at runtime.

In another Project I literally got this working a few days ago but I forgot how I even did that and cannot figure out how to do it again. I’ve tried creating like 5 test projects to try but none of them worked. I just don’t understand why this feature wouldn’t be in editor utility actors because what is the point in using them otherwise?

I really need this functionality and am desperate to get it working again.

for any other information, I can see instance editable variables like the landscape I want to import to. Im also pretty new to unreal so there could be something I’ve completely forgotten. I will upload pics if needed. UE 4.26.0

Hi Wp05.

I am not sure if we are having the same problem. I have been using Editor Utilities for the last few months, however, since the updates released last week, none of my editor utility blueprints will compile.

The Editor Scripting Utility module is simply failing to load, this is happening in new projects as well. I am in the process of debugging the issue. Your issue might be completely different from mine, but if / when I find a solution, I will add a comment here.

Hi Wp05

In relation to my earlier comment. It seems the latest updates have disabled some of the engine’s internal plugins (maybe to streamline the loading process).

Goto Settings->Plugins

Search “Editor Scripting Utilities” and re-enable the plugin.

In existing C++ projects.
Goto Window->Developer Tools-> Modules

Search “Utilities”.

Reload / Recompile the appropriate utility modules. In your case, it would be “LandscapeEditorUtilities”.

Restart the editor.

This fixed the problem for me, hopefully, it will solve it for you as well.

Good luck.

Alex

Hi Alex

Thanks for the replies
I found that Editor scripting utilities was indeed disabled, although when I tried recompiling the modules it kept failing to recompile them so I think something weird is happening.
I might try and verify the install again when I have time and see how that goes.
or maybe I’ve just got to take the deep dive into procedural meshes.

Thanks

Are you using a C++ project? Blueprint only projects cannot compile code.
Another scenario could be is because I am using a source build of Unreal, so I can compile individual modules.

Maybe just enabling editor scripting is enough to get your stuff working again.

Good luck!

Alex

have you ever check that?

it’s in epic doucument Calling Blueprints in the Editor | Unreal Engine Documentation

if you need to run some function with interface, you just implement editor utility widget

what is the point of having blueprint utility actor then ?

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We needed to create a Mass Selection Tool Bluetility(Editor Utility Actor), here’s a series of things happened.

  • At first I created the whole logic in the construction script because whenever we move around our tool(I used box volume to select multiple meshes at the same time) it will always update the selected meshes. The reason I used editor utility actor because I needed to use the “Set Actor Selection State” node. It does come up in the normal actor BP(In the Event Graph it does) but, “Editor Actor Subsystem” node does not. We didn’t need that in UE4 but whatever.

  • Then I found that we cannot use the set actor selection state node in the construction script anymore, than I said well let’s make it custom editor callable event then and guess what, you can’t call custom events in bluetility.

Right now I have a bluetility to put a volume in the level and a single button editor utility widget to capture the static meshes so great job Epic Games keep up the good work. :clap: