Announcement

Collapse
No announcement yet.

Unreal Engine Livestream - Creating Editor Utility Widgets - April 4 - Live from HQ

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Thank you!

    Leave a comment:


  • replied
    Apologies for the delay folks! - Here's the thread for your feedback on the Editor Utility Widgets!

    Leave a comment:


  • replied
    Originally posted by Zainab Al-Ansari View Post
    Can we have the link to Nick's example project please
    https://github.com/BlueVoidStudios/EdUtilExamples

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Can we have the link to Nick's example project please

    Leave a comment:


  • replied
    Originally posted by Mhousse1247 View Post

    I'm thinking about starting a thread , so I deleted it , but if you have any suggestions you can drop them here !
    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.

    Leave a comment:


  • replied
    Originally posted by ConverseFox View Post
    Where's the forum post that was talked about to give feedback and suggestions for the Editor Utility Widgets and editor scripting stuff?
    I'm thinking about starting a thread , so I deleted it , but if you have any suggestions you can drop them here !

    Leave a comment:


  • replied
    Where's the forum post that was talked about to give feedback and suggestions for the Editor Utility Widgets and editor scripting stuff?

    Leave a comment:


  • replied
    Can't wait for this one to attend

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    please take care of me in the future. thanks

    Leave a comment:


  • replied
    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
    Last edited by TheHugeManatee; 04-04-2019, 04:59 AM.

    Leave a comment:


  • replied
    Originally posted by wickerman123 View Post

    Replay's usually go up within the week on YouTube.
    Good to know, I'm looking forward to discover that new feature.

    Leave a comment:


  • replied
    Really looking forward to this.

    Leave a comment:


  • replied
    Thanks for the recurrents streams, it is very usefull , thanks again

    Leave a comment:

Working...
X