I have a couple of questions about using a custom viewport for a new editor window.
Im attempting to create a new editor window, to be able to edit a custom asset which should show a collection of actors/widgets in the viewport so that they may be modified/transformed and have their information stored into the custom asset for later use in gameplay code.
So far i havent been able to find any documentation at all when it comes to using a viewport inside of a editor window.
Getting a callback when an actor/widget is selected in the custom viewport?
Adding an actor/widget to the custom viewport?
Referencing an actor/widget in a custom viewport?
If you know an answer to any these questions much help would be appreciated!
or even an extensive tutorial on extending the editor using a new editor window itself would very much help me at this point!
About creating a new editor window, you can have a look at the new Plugins wizard; one of the three choices allows you to create a new editor window; that would be a good starting point.
For the point 1, 2 and 3, I’d suggest to read carefully and thoroughly the Details Panel Customization docs, here: link text and the Slate UI Framework in general link text.
Also, have a look at the Extending the Editor video link text, and use the Widget Reflector in the editor (Window / Developer Tools / Widget Reflector) and the engine source code to see how things are implemented. For example, you could start with the StaticMesh Editor (SStaticMeshEditorViewport.h and SStaticMeshEditorViewport.cpp) to see how it’s implemented.
I have been digging through unreal Code in hopes of creating my own window with my own viewport, however those viewports seem to be attached to a AssetType, take paper2D (the plugin I have used to learn) the viewport takes in FSpriteEditor, which is the editor when you open a 2D Sprite.
but what if I wanted a viewport without having to have an asset type? has anyone figured this out?