We have a large TArray full of definitions of spawnable objects that will be selected to spawn when various conditions occur. It has a struct with numerous informational items and the class to spawn, but most importantly, the spawn location and rotation where it will go if spawned. The designer can drag the class in the world to where he would want it, then copy the FVector and FRotator and paste it back into the array, but this is very cumbersome. The https://wiki.unrealengine.com/Component_Visualizers looked like the perfect solution to this, only FComponentVisualizer is only for components, and this array is just a TArray of structs in the C+±extended Level Script. I created an editor module and started to code this, and then realized, I can’t get there from here, the editor would only call my module if it were a component. The DrawVisualization wants to get called on a UActorComponent.
Is there an editor module class (or some other idea I haven’t thought of) that is made to just place a translation widget in the viewport so I can allow the designer to drag the widget around to set the FVector and FRotator for spawn location and rotation. That Wiki example is really close, in fact made to accomplish the same concept, but my class is not a component. Been mulling this over and searching for a solution for months now.
Thanks for any ideas