Hey thanks for the response,
So couldn’t I just delegate the tool menu button to run an instance of that EditorUtilityBlueprint? That way it would ensure that it happens when the World is loaded.
I was trying to do this but had compile issues. The challenge was running a blueprint EditorUtilityWidget in C++ in a plugins StartupModule() function, I know that I couldn’t just execute it in that function but instead I want to set it up as a delegate for when a tool menu button is clicked.
I don’t understand what you mean by not needing to reload when changing settings. In the Plugins window, activating any plugin will tell the user that they need to restart their Editor for changes to take effect. And to actually have my widget running and available to users it needs to be added to the StartupObjects key in that config ini file, and if that ini file changes while Unreal is running, those changes won’t take effect until Unreal Editor is restarted. Unless there’s a way to refresh the editors cached ini config parameters while it’s open?
What is “Just Work”? I don’t really understand the solution you’re proposing lol