Great plugin thank you. For us it is important to have identifiable names within the world outliner of the editor so I have added the following line to the FedModeHaste::HandleClick function, thought it might be useful to others.
bool FEdModeHaste::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click)
{
if (ActiveBrushMesh && !bMeshRotating) {
AStaticMeshActor* MeshActor = GetWorld()->SpawnActor<AStaticMeshActor>(AStaticMeshActor::StaticClass());
///
/// @note [vaughan.sanders] Rename the display name of the new actor in the editor to
/// reflect the mesh that is being created from.
///
FActorLabelUtilities::SetActorLabelUnique(MeshActor, ActiveBrushMesh->GetName());
///
MeshActor->GetStaticMeshComponent()->StaticMesh = ActiveBrushMesh;
MeshActor->ReregisterAllComponents();
FTransform Transform(BrushRotation, BrushLocation, BrushScale);
MeshActor->SetActorTransform(Transform);
// Switch to another mesh from the list
ResetBrushMesh();
}
return FEdMode::HandleClick(InViewportClient, HitProxy, Click);
}