When designing a building or level, I would like to have the ability to show my progress to a co-worker or client and allow them the ability to add virtual sticky-notes in the level. Another user asked for something similar but AFAIK nothing has been added since then: https://answers.unrealengine.com/questions/7029/question-adding-notes-in-levels.html
I know there is a note actor - that isn't what I mean. I need to be able to add an actor that then persists after the simulation ends, so it will remain in the editor afterwards.
I don't even need to modify it, honestly. Just something basic that the user can place to draw attention.
asked Jan 14 '16 at 05:09 PM in Blueprint Scripting
I was looking over your issue and I have an example that may be viable depending on your needs. Please note that you will need to Enable Blutility (Eidt > Editor preferences > Experimental > Editor Utility Blueprints (Blutility)). I hope this information helps.
Things you will need:
This is how you create a PlacedEditorUtilityBase
The blueprint below will be placed in the event graph of the New PlacedEditorUtilityBase. In short it sets a 3D Widget's location and rotation so that it pops up in front of the editor's camera. The second function will hide the Widget and set it up so that it is no longer auto selected on compile (set up below).
This will be the construction script of the PlacedEditorUtilityBase. This makes it so that the PlacedEditorUtilityBase is automatically selected when the next person opens the project. After this all they need to do is scroll down in the details panel and select Call note (Shown below).
This image shows how to use the blutility that calls the custom event that is setup with in the PlacedEditorUtilityBase
This is what you will need to check so that the blutility shows up in the editor when the PlacedEditorUtilityBase is selected
Make it a great day
answered Jan 14 '16 at 08:01 PM
Rudy Q ♦♦ STAFF
You could use Text Render actors, like they do in the templates. And there's no arrow actor, but you could just make a blueprint with an arrow component and use that to point at things.
answered Jan 14 '16 at 07:27 PM
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