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Customizing the editor

Hello staff,

We're in the process of creating an RTS map editor with a strong emphasis on creating custom multiplayer maps. However, we don't want the full-blown feature packed UE4 Editor, but intend to create a custom version of it specifically for our game framework. That is so our users can create maps with relative ease, with our specific gameplay oriented features.

The best approach we've found is that we need to walk through the editor code, learning how the Slate UI framework actually works, how it utilizes engine features, and then start removing the default widgets across the editor and start writing our own either from scratch or based on built-in ones, around our game framework. Unfortunately, the huge codebase and lack of (public?) documentation around actually modifying the editor make it very hard to jump start the process.

Some questions:

Are there any guidelines, documentation or other resources that can help us? Are there any examples of this sort of modification being done? Does our approach seem reasonable? are there any other approaches to go about it? Anything that comes to mind - thoughts, ideas, regressions - throw it at us.

Thoughts for UE4 Staff/Devs: How do you train new recruits regarding the engine and editor code? Since the source code is public, we believe sharing training methods is something vital for the community. Thanks a bunch.

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asked Apr 05 '15 at 02:15 PM in C++ Programming

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UraZ
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avatar image Shadowriver Apr 05 '15 at 03:47 PM

Why don't you create editor on your own with Slate? You would save up a lot of work

avatar image UraZ Apr 05 '15 at 04:49 PM

Well yeah, that's what we found is best to do but putting it in a sentence doesnt make it easy :) basically we're looking for guidelines or some documentation to help us achieve that. Mostly we want to understand the part of the engine we're going to use in order to build our custom editor.

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