Training Stream - Extending the Editor - Jan. 20th, 2015

@
I am doing something very similar to this, and have been using a custom editor mode as suggests. If you’d like you can PM me and I’d be happy to share the code I have. It’s still very much work in progress, but it would be a decent reference or starting point.

@Michael
If you can offer any pointers on my approach it would be really appreciated. I initially had each element in my graph (nodes, connections, etc) as a separate actor, but scrapped that approach for a number of reasons. I now have a single graph actor with a self-contained data structure, and use hit proxies to detect interaction with and selection of specific elements. Since the data can’t easily be separated into simple properties, this leads to some obstacles. I’m currently using UObject derived proxies to represent the currently selected elements, and exposing the necessary values through a details customization and AddExternalProperty. This seems to be working, although it’s a bit of a hassle to keep things synced, especially with undo/redo. Does it sound too convoluted? Maybe I could compromise and store the entities as UObjects, but then I’d need to somehow convert the graph actor to a more compact and efficient data structure in-game.

Also, is there an easy way to hook into the snapping functionality from my editor mode, to disable it or customize it to snap to values other than a uniform grid? And is it tied inextricably to the currently selected actor’s location, or could I make it work with my setup (manipulating sub-elements of an actor, positioning the widget manually)?

Cheers,
Cameron.