Well I’ve finally got beta version’s of the editor plugin for 4.9 and 4.10 up on github if anybody wants to have a play.
64 bit binaries are included for those of you that arent building the engine from source.
UPDATE:
Please see post,
#post455566]([WIP]Editing while In VR - VR and AR Development - Unreal Engine Forums)
Download the Zip file and extract the “BlockingVR” folder to your “Engine/Plugins/” folder of your editor install.
Activate the plugin which is under the subsection “Virtual-Reality”. Change your Gamemode to BVRExampleGameMode and start VR Preview.
IMPORTANT!
The plugin currently doesnt support level streaming or world composition. If you are using either you will need to open the sublevel map file you wish to work on directly before editing or you will have unexpected behavior. You have been warned!
The BVRExamplePawn is setup to use an XBox Controller.
Left and Right Stick : Pawn movement when no menu’s are visable.
Left Stick L/R : With Menus Change highlighted menu items value.
Right Stick U/D : Changes V component value of HSV when using color picker.
A: Select Actor. If Primatives or Lights panel is visable spawn the primative or light at cursors current location.
B: Cancel Selected Actor;
Left/Right D-Pad: With an Actor selected scrolls though possible menus for said actor.
: With no Actor selected scrolls through spawn menus.
Up/Down D-Pad: With a menu visible highlights different menu items.
Right Trigger: Pickup/Drop Actor Cursor Is Currently on
Y: Delete actor cursor is currently on.
Left Shoulder Button: Attempts to copy Actor cursor is currently on.
Right Shoulder Button: Pastes the copied actor;
Back Button: Toggles visability of all light Actor debug meshes.
Start Button: Toggles visability of all Light Actor Icons.
It’s far from complete but the basic functionality is there. Unfortunately I seem to have hit a roadblock as far as using BSP’s in PIE mode is concerned so I need to dig deeper into the engine code to see if this is possible without modifying the engine.
Which is rarther annoying as BSP blocking and basic lighting where the two things I wanted to focus on in this plugin.
A few notes on limitations.
Lights:
Copying/Pasting and modifying Lightings will also copy most of the basic light properties over.
Newly spawned lights will default to Stationary mobility in the editor.
Actors:
Copying/Pasting and modifying actors will only have there basic transforms effected.
Physics/Destructible/Instanced actors are untested.
However StaticMeshActors will have there basic properties copied over.
To interact with an actor it has to have some form of collision enable on the visability channel.
Using the API to create your own user interface.
In the BVRExamplePawn A “BVRManager” is spawned at beginplay and all API calls are done though this manager;
All changes are deferred in the editor until ApplyDeferredChanges() is called at EndPlay().
Below is a list of blueprint nodes most of which where used in BVRExamplePawn (Which can be found in “BlockingVR Content/Example”).

Adds an Actor. Note: You should use AddPIELight() for lights however.

Adds A light at the specific location.

Apply’s the changes made to the editor world;

Deletes an Actor.

Set Location of an actor/light with the option to Snap to a given snap size.

Set actor rotation.

Set actor scale.

Gets the current radius of a pointlight.(required as this variable isnt availible directly via blueprint)

Gets the current radius of a spotlight.(required as this variable isnt availible directly via blueprint)

Hides the debug meshes for all light actors in the level.

Hides the Icons for all light actors.

Copies and pastes an actor/light to the specified location.

Sets the StaticMesh of a StaticMeshComponent.

Sets the linear color of a light actor.

Set the debug mesh visability of a light actor.

Set lights dynamic shadows.

Sets icon visability for a light actor.

Set square falloff for light actor.

Set Intensity of light actor.

Set lights static shadows.

Set light translucent lighting.

Set point light actors radius.

Set spotlight radius.

Set spotlight inner cone angle.

Set spotlight outer cone angle.
Unfinished/Experimental

tries to creates a asset thunbnail texture for the given actor.
returns null if failed. (Unfinished currently only works if asset package has been saved).

As above.

As above.

As Above.

As above.
TODO:
- Add ParticleActor Icons.
- Get BSP’s working.
- Impliment Actor Pallete for spawning user selected actors.
- Possible look into using unreals reflection system for interation over all uproperties on an actor when copying/updating.
Suggestions, Opinions and pull requests gratefully accepted.
Opamp.