I’m working on a project and I would like to make my own plugin (with a button in the editor toolbar)
I have to open an editor widget, pretty simple right? But I’m really new in C++ and I can’t figure how to do this.
I only know that I have to put some code in here (it’s the UE example) :
void FTestToolbarbtnModule::PluginButtonClicked()
{
// Put your "OnButtonClicked" stuff here
FText DialogText = FText::Format(
LOCTEXT("PluginButtonDialogText", "coucoucoucocuocuocuAdd code to {0} in {1} to override this button's actions coucou"),
FText::FromString(TEXT("FTestToolbarbtnModule::PluginButtonClicked()")),
FText::FromString(TEXT("TestToolbarbtn.cpp"))
);
FMessageDialog::Open(EAppMsgType::Ok, DialogText);
}
Where should we actually put the Editor Utility Widget files? Do we move the “.uasset” files for the EUW into a path? That’s what I’ve been trying to do. I’ve moved them to here:
{UNREALPROJECTNAME}\Plugins{pluginname}\Resources\EUW
When you say PATH OF THE UTILITY WIDGET, is that a relative path? and is it just a path to a folder that we should do - or a path and then a .uasset item?
The Editor Utility Widget could be anywhere, if it is in the main Content folder, the relative path should be started with /Game/path of the utility widget
and if it is in your plugin folder, the path should be like this /{PluginName}/path of the editor utility
for example: /MyPlugin/EditorUI/EUW_MyEditorWidget
I am working on a new plugin that has a feature to do this without any CPP code, will be released soon!