So the plugin module code, the one derived from
IModuleInterface, can’t really access UI widget that comes with the plugin, can it?
What I need is a method on plugin module code that returns instantiated widget. But how can the plugin module code “load” the widget? I’m not talking about useless “editor plugins”, but about plugins used during the game runtime, in a shipped game.
Through the piles of documentation I can’t find any useful information on this topic, nor there’s any information on how plugin blueprint widgets are being compiled, loaded and then used.
What I want – is dynamic loading of plugin UIs at runtime. I.e. game code needs to “find” all the UIs of all plugins and then add them as child widgets to the main widget. Is this achievable?