Defining startup Editor utility Widgets in Blueprints is simple for project level config.
It’s literally two lines in DefaultEditorPerProjectUserSettings.ini
[/Script/Blutility.EditorUtilitySubsystem]
+StartupObjects=/SomeFolder/Blueprints/BP_Widget.BP_Widget
And implementing Event Run in that blueprint.
But how to define it in a plugin?
Plugin should contain everything it needs to run and telling users to manually edit their configs seems very user unfriendly.
I’ve tried putting various configs in PluginName/Config/ directory.
I tried DefaultEditorPerProjectUserSettings.ini
as well as Base[PluginName].ini
and Default[PluginName].in
as suggested by old 4.27 docs (sadly, 5.0+ seems not to be documented) Plugins | Unreal Engine 4.27 Documentation | Epic Developer Community
What should I do?
I try to avoid C++ as much as possible to simplify development and build process.
Python would be very handy but unfortunately, I avoid it as well becaue it was a reason why my plugin didn’t fit into desired Marketplace category.