Hi. I’m in the process of creating an Editor Utility Blueprint. I’m trying to reset widget values when objects are selected in the viewport.
Here’s what I have so far which works fine but as you can see it runs off continuous event tick which is a bit wasteful.
I know what a tick is. I’m trying to cut out the tick completely.
I need a way to fire an event when the player selects something in the editor-time Viewport.
There aren’t any more editor-time events usable via blueprint that I can find.
And its absolutely fine to use tick on a for loop with a determinate array…
Yes, I’m setting a new value. But I want to populate the widget with existing values if I select a new actor. This is straight forward to do in-game but I can’t find similar Delegates to use in editor mode.
Disagree. Can you give me an example of an editor-time event access able through blueprint because that one you gave is run-time.
Disagree. This widget I have made is editor-time so there isn’t any other gameplay related ticks running at the same time. I know that for a fact because it is disabled when I actually run the game.
I’m not sure why you’re explaining to me how tick work. That is an exremely basic concept. But never the less, I’ve only used a tick here as a placeholder. I’m looking for an engine based event that I can use instead.
And what line trace? I’m not tracing any lines. I’m not adding any extra superfluous logic to this. This widget is editor-time. It does not run when the game starts, it only runs in-editor.
I was wondering if there was some sort of engine related Delegate to tell me when I have clicked a new actor in the Viewport much in the same way the existing property windows update when you click different actors.
I’m trying to align the value in the widget with the actual actor value in the Viewport without running an event tick constantly in the editor.
This isn’t a normal blueprint that runs when the game runs. It’s a specialised type that only runs in the editor and makes use of the Unreal Editor Scripting plug-in and it’s relating functions.
Im not sure if there is a way to manipulate some sort of on click event like in a player controller? that would negate the use of the tick event which can be costly, but also not, dont be scared to use on tick, too many people tell you to stay away, but sometimes its the only or best way. All depends on the impact!
Anyway not sure if there is an editor version of onclick event but would be the best way if there was!