Gizmos in FEditorViewportClient

Hi

I’m creating a UE5 plugin.
So far so good (thanks to chatGPT mainly and a few sample code here and there).
I managed to create a component, a dedicated asset for the component properties.
I also have a dedicated editor for the asset.
In this editor i can obviously edit properties… and I also setup a 3D Viewport.
In that viewport i display a PreviewScene and that’s where it starts to hurt.

I’m willing to give user the ability to click to select some object (that is working).
And when an object is selected I’d like to display a gizmo (possibly switching from translate, rotate, scale).

If anyone has a link toward some sample code / explanation I would be very grateful.

Ranting…

I created a component (USceneComponent) that i add to my FPreviewScene.
For this component I create a dedicated FComponentVisualizer.
I can “draw” the component through the visualizer and select it and higlight it. But when I click to select, GetWidgetLocation(…) is not called and no widget (gizmo) is displayed.

I guess there is smething special to do on a FPreviewScene to have Gizmos working… but what ?

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