I’m trying to extend the blueprint editor by adding a plugin that grabs data from the blueprint editor that is currently open (blueprint data, editor data, etc.). However, I can’t seem to find a way to get access to the blueprint I am currently editing without changing the source code which I am trying to avoid. Does anyone know a workaround to get access to the blueprint object/editor that a tab is attached to?
Well, constructor helpers need hardcoded paths and I really don’t think there is a C++ function that doesn’t. I use blueprints for defaults just to avoid hardcoded paths. The only workaround I can think of is if you somehow generate the path of the instance and send it over as a variable to the helper before your plugin’s contruction.