x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

UEditorEngine vs UUnrealEdEngine

What is the difference between these? If I need to implement my own game editor class, should I derive from UEditorEngine or from UUnrealEdEngine?

Thanks!

Robert.

Product Version: UE 4.10
Tags:
more ▼

asked Feb 19 '16 at 07:49 PM in C++ Programming

avatar image

Robert Khalikov
137 9 10 18

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Probably UUnrealEdEngine.

When FEngineLoop::Init runs, it looks for a subclass of UUnrealEdEngine:

 FString UnrealEdEngineClassName;
 GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("UnrealEdEngine"), UnrealEdEngineClassName, GEngineIni);
 EngineClass = StaticLoadClass(UUnrealEdEngine::StaticClass(), nullptr, *UnrealEdEngineClassName);


Notice the UUnrealEdEngine::StaticClass(). If you try to use a sub-class of UUnrealEngine, the call to StaticLoadClass will return nullptr.

more ▼

answered Apr 19 '19 at 06:15 PM

avatar image

drichardson
35 3 7 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Just an addition for anyone who ever wondered what is the difference between the EditorEngine and the UnrealEdEngine:

The EditorEngine is created when running editor commandlets.

Here's the code from FEngineLoop::PreInit:

 FString EditorEngineClassName;
 GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("EditorEngine"), EditorEngineClassName, GEngineIni);
 UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), nullptr, *EditorEngineClassName);

And here's a comment from Commandlet.h:

 /**
  * Whether to load objects required in server, client, and editor context.  If IsEditor is set to false, then a
  * UGameEngine (or whatever the value of /Script/Engine.Engine.GameEngine is) will be created for the commandlet instead
  * of a UEditorEngine (or /Script/Engine.Engine.EditorEngine), unless the commandlet overrides the CreateCustomEngine method.
  */


more ▼

answered Apr 22 '19 at 05:06 PM

avatar image

Robert Khalikov
137 9 10 18

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question