I am writing an Editor plugin, and in the PluginButtonClicked() function, I need to do some stuff with all the currently loaded levels. I imagine I need to get that list of levels through UWorld::GetLevels(), however I can’t seem to figure out how to get at the UWorld to begin with.
Sigh I totally fubared the title of this thread and can’t seem to fix it. It shoul dhave read "Getting a pointer to the current main editor World in a plugin? "
Sadly, for better or worse, pretty much everything about the editor state can be accessed by the GEditor singleton. For your use case, GEditor->EditorWorld is what you want.
Cheers,
Michael Noland
haha perfect! Thanks Michael!
Hello everyone, I know this subject is long dead but I’ve been banging my head on the walls all day yesterday and found nothing at all.
What I’m trying to do is using a blutility to open a file dialog so I can import meshes from the hard drive and set them in a level. I can open the file dialog while the game is running but it’s not really what I want…
I have been searching how to use the GEditor but have no clue. I’ve tried including “Editor/EditorEngine.h” like mentionned herewhich seems to be the class of GEditor, but I don’t find it anywhere.
And I’m not even sure that’s what I need but I found nowhere except here where to do this.
Anyone have any idea how I could do this ?
Thanks in advance for any help or documentation, I’m desperate…
Hey SparteCTO,
#include "Editor.h"
is what you are looking for.
Raz