Editor Utility Widget- How to detect drag and drop operation in Level Editor Viewport?

Hello,

I’m trying to build a tool that displays a large number of items in a List Entry View inside an Editor Utility Widget. I want to be able to drag an item from the list and drop it into the Level Editor Viewport so that the corresponding actor is spawned at the mouse location.

The drag operation is already working, and the spawn logic is implemented as well. But I don’t know how to do the drop operation in the Level Editor Viewport.

For instance, I’ve tried with “on drag cancelled”. But the issue is, obviously, this event can be triggered from anywhere in any viewport or even widget. And the actor would then always be spawned at the same location in the word.

I would love to get some help on the matter.
Thanks!

The Level Editor viewport does not expose drag-drop events directly to EUW Blueprints. You must handle drag-drop events inside the Level Editor Viewport widget or an editor viewport extension, which requires C++, and also override drag-drop events in the editor viewport widget.

Hello,
I suspected it was the case indeed. So here I am, trying to learn C++.
I’m not sure to go far in that process (might be a very advanced stuff to do), but at least I would have tried anyway.

Take a look at Scriptable Tools. There are quite a lot of interesting features there, and you might find a solution.

I did not know about that! Looks interresting!
I’ll keep on learning more about C++ while I have some motivation (this is so tedious and cumbersome compared to Blueprint omg) but I’ll keep that in mind.
Thanks for pointing me this tool out!

Could not resist, and I’ve taken a look at it.
It looks really good! I might have a single issue; do you know how to call an Editor Utility Blueprint (or an Editor Scriptable) from an Editor Utility Widget?