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Questions about creating custom viewport for editor window

I have a couple of questions about using a custom viewport for a new editor window. Im attempting to create a new editor window, to be able to edit a custom asset which should show a collection of actors/widgets in the viewport so that they may be modified/transformed and have their information stored into the custom asset for later use in gameplay code.

So far i havent been able to find any documentation at all when it comes to using a viewport inside of a editor window.

  1. Getting a callback when an actor/widget is selected in the custom viewport?

  2. Adding an actor/widget to the custom viewport?

  3. Referencing an actor/widget in a custom viewport?

If you know an answer to any these questions much help would be appreciated! or even an extensive tutorial on extending the editor using a new editor window itself would very much help me at this point!

Product Version: UE 4.8
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asked Aug 24 '15 at 08:51 AM in C++ Programming

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Diddykonga
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It's quite a huge topic.

About creating a new editor window, you can have a look at the new Plugins wizard; one of the three choices allows you to create a new editor window; that would be a good starting point.

For the point 1, 2 and 3, I'd suggest to read carefully and thoroughly the Details Panel Customization docs, here: link text and the Slate UI Framework in general link text.

Also, have a look at the Extending the Editor video link text, and use the Widget Reflector in the editor (Window / Developer Tools / Widget Reflector) and the engine source code to see how things are implemented. For example, you could start with the StaticMesh Editor (SStaticMeshEditorViewport.h and SStaticMeshEditorViewport.cpp) to see how it's implemented.

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answered Aug 24 '15 at 09:55 AM

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AXE
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avatar image Diddykonga Aug 24 '15 at 11:34 AM

Thanks, you've given alot of information, and ill make sure to read over all of it! :)

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