Hello, I have an Editor Mode plugin that I am developing and I am stuck!
I started with a custom Editor Mode class that inherited from UEdMode. I was able to load my custom FModeToolkit implementation quite easily by overriding the Toolkit function “GetInlineContent()” and returning my custom SBox Slate Widget.
The problem with UEdMode, is I need to be able to capture Viewport events and to do so, my understanding is I should be inheriting from FEdMode.
I made the switch to FEdMode, managed to get it registered and showing up as an option in the Editor Mode menu using this in the StartupModule function in the Module implementation:
FEditorModeRegistry::Get().RegisterMode(
UTerrainBuilderEditorMode::EM_TerrainBuilderEditorModeId,
LOCTEXT(“TerrainBuilder”, “Terrain Builder”),
FSlateIcon(),
true,
7000
);
The problem is I can’t get the Toolkit to show up when I enter my Editor Mode. I’ve tried the following code, but it doesn’t seem to be doing anything:
if (!Toolkit.IsValid())
{
Toolkit = MakeShareable(new FTerrainBuilderEditorModeToolkit);
Toolkit->Init(Owner->GetToolkitHost());
}
Only after including this line, was I able to see a Tab called “Mode Toolbox”:
FToolkitManager::Get().RegisterNewToolkit(Toolkit.ToSharedRef());

I haven’t been able to figure out how to replace the “Mode Toolbox” with my Toolkit or integrate my Toolkit with this “Mode Toolbox” tab.
Any tips or information on where I can find helpful documentation on building an FEdMode Editor Mode, including all components, would be greatly appreciated.