@kelfire Thanks for the link. That editor is awesome. I’ll be adding stamp support as well. When designing the toolset, I’m thinking of an architecture where the tools will work at both runtime and within the editor
The tools code will reside in the runtime module and wouldn’t know/care where it is running (runtime or editor). Only the user interface implementation needs to be created for each of the modules (a basic UMG UI with comes with LA for runtime editing, which you can modify or extend to suit your game’s art style) and an editor UI in Slate for modifications withing UnrealEd
