I want a way to open or focus on a native unreal tab when pushing a button in a editor utility widget. For example, when I click a button the project settings or the plugins window should open.
I haven’t been able to find anything online about this. Is this even possible?
If you’re willing to add some cpp you can create a BlueprintCallable function that runs InvokeTab
MyFunctions.h
#include "Kismet/BlueprintFunctionLibrary.h"
UCLASS()
class UNREALED_API UMyFunctions: public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Editor")
static void InvokeTab(const FName Name);
};
MyFunction.cpp
#if WITH_EDITOR
#include "Framework/Docking/TabManager.h"
#endif
void UMyFunction::InvokeTab(const FName Name)
{
#if WITH_EDITOR
FGlobalTabmanager::Get()->InvokeTab(FTabId(Name));
#endif
}
Then you should have a node available in you editor utility widget like this
Note, current project uses it’s own PROJECT_API for functions like these and it was long since I added a plugin but this should give you the general idea and I think it should be the UNREALED_API otherwise I’m sure someone will correct me.