Removal of Editor Tutorial Class

could it be that Epic Games has removed the Engine Tutorial Class from the Ue5? Is there a plausible reason for this and what can I use as an alternative now?

Hey,

Not sure, if these are what you’re asking about, but there still seem to be classes derived from UEditorTutorial (source here).

Looks like they are all part of IntroTutorials module. They sould appear in the Editor after enabling this plugin:

image

Hope, it helps

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Thanks this is exactly what I was looking for. I hadn’t even thought that Epic would just disable the plugins by default. You saved me a lot of time as I was already programming my own system.

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I hate to bump this but did you actually get this working? I’ve spent today having no luck with the Guided Tutorial plugin whatsoever.

What do you mean by “no luck” and “get this working”? What problem are you encountering?
Be specific, you’re question is ambiguous. OP clearly got this working.

It does recognize the class when the plugin is enabled. But still, they can’t be opened

@MagnumRoland

Again, could you please be more specific? What “can’t be opened” means?
I CAN open blueprints derived from those classes on my side, so not sure what the problem is.

It can’t be played/tested! at least on my end.

Same.

The problem is that even though the plugin is still available, and loads the previously available list of classic tutorials as structured EditorTutorial blueprint classes, there doesn’t seem to be any obvious way to play, launch, or otherwise run those assets in UE 5. There is a Launch button in the Blueprint editor, but clicking the button returns no response, even when viewing one of the classic startup tutorials such as “ContentBrowserOverview”.

It would be disappointing, but understandable, if this feature were deprecated in favor of online tutorials. However, if that were the case I would have expected there to be some kind of notice in the Blueprint editor to that effect, or at least a comment in the source code.

That lack of deprecation notice makes me hold out hope that there is simply some missing trigger somewhere. Even the Editor Setting still includes the tutorial system settings “General - Tutorials”.

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Thanks @Holosim_Cav , now I see the problem.

It seems that those blueprints just aren’t hooked into other assets or the Editor itself. If I remember right, they were part of UE4 Starting Templates which aren’t present in UE5 anymore (I might be wrong though).

These are derived from UObject under the hood (not UActorComponent or AActor) so I’m not sure how are they supposed to be initialized. I believe they were supposed to be part of Editor’s UI.

I have debugged what pressing at “Launch” button does and it leads to this function - FIntroTutorials::LaunchTutorial - however, on my side it always fails due to RootWidget being invalid.

EDIT: I just reported this issue to the Unreal’s bugtracker. Will inform in case of getting any response.

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