I’m trying to get a valid world context at editor time to setup preview data from a widget’s preconstruct event. I found this post that uses the Unreal Editor Subsystem to get the editor world in blueprint. The subsystem source code is part of the “UnrealEd” editor plugin, so I added it to the plugin dependencies in my build script.
However, when I search for editor subsystem when right clicking to create a node in blueprint, I get no search results.
What’s going on? Does it have to do with the fact that the subsystem has a MinimalAPI uclass tag? Is there something I can do to fix this?
As to which base class to pick and if you want an asset action or a widget needs a bit more indepth reading of the documentation to understand the differences.
Also UnrealEd added normally into your dependencies will break your future packing.
You shouldn’t include editor only modules into your base game directly.
If you need unrealEd then add it in a plugin with the setting uncoockedOnly