I am writing a simple plugin (mostly as a learning experience). I want the plugin to display the class defaults for my custom Game Mode blueprint in a standalone tab (just like world settings). I’m having trouble actually getting the blueprint though, apparently I can’t use ConstructorHelpers, and digging through the engine source hasn’t helped me.
Here’s what I have now:
TSharedRef<SDockTab> FCrashPluginModule::OnSpawnPluginTab(const FSpawnTabArgs& SpawnTabArgs)
{
static ConstructorHelpers::FObjectFinder<UBlueprint> BP_GameMode(TEXT("Blueprint'/Game/Player/Blueprints/CrashGameModeBP.CrashGameModeBP'"));
FPropertyEditorModule& PropPlugin = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
FDetailsViewArgs DetailsViewArgs(false, false, true, FDetailsViewArgs::HideNameArea, false, GUnrealEd);
DetailsViewArgs.bShowActorLabel = false;
TSharedPtr<class IDetailsView> PropertyView = PropPlugin.CreateDetailView(DetailsViewArgs);
if (BP_GameMode.Object != NULL) {
PropertyView->SetObject(BP_GameMode.Object);
}
return SNew(SDockTab)
.Icon( FEditorStyle::GetBrush( "LevelEditor.WorldProperties.Tab" ) )
.Label(LOCTEXT("GameModeSettingsTabTitle", "Game Mode Settings") )
.AddMetaData<FTutorialMetaData>(FTutorialMetaData(TEXT("GameModeSettings"), TEXT("GameModeSettingsTab")))
[
PropertyView.ToSharedRef()
];
}
Any help is appreciated