WHAT
Editor Utility Widgets arrived with Unreal Engine 4.22, which allow you to modify the layout of the editor user interface, and set up Blueprints just like UMG widgets. Lauren Ridge and Nick Pfisterer will join us in the studio to give us a hands-on demonstration on how to utilize this new powerful tool!
Great to have more details about this new feature !
Will there be a replay available at some point ? Unfortunately, I not in the same timezone as you to watch it live
Quite interesting topic! One question we came across was how to create actual assets (we tried to use blutilities for that) that would be persistent, for example for creating a set of static meshes, or creating a number of blueprints that have specific sets of parameters. Maybe this could be covered in the stream, if it’s not too far from the topic?
@Praxinos_Fabrice I think the twitch VOD is available right away, and usually Epic uploads a replay to youtube some days after each stream
After watching the livestream I started experimenting with Utility Widgets and I am starting to face a few challenges.
-How can I detect the right mouse button is down? So far only found an event to detect when the mouse clicks the widget, but I need to know if the mouse is pressed anywhere in the viewport.
-I want to convert the mouse position from screen to world, but I can’t without a player controller, get player controller returns null since it’s in-editor, and get widget owning player also returns null, any workaround?
-Set simulate physics does change the checkbox of simulate physics, but the object does not simulate physics when I hit play, I have to check and uncheck the object manually again for it to work.
Having access to the mouse world location and click, I can start creating a brush and paint items in the scene.
Hope you find this feedback useful, and thanks in advance for the help.
I was just going to suggest the Procedural Mesh Component’s “Create Static Mesh” function be exposed to blueprints so we can convert procedural meshes to static meshes with editor scripting.
This system should’ve been a priority since 4 years ago… Now many of us already learned how to use Slate for that, time investment that could’ve been put somewhere else