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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?



Product Version: UE 4.10
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asked Feb 19 '16 at 07:49 PM in C++ Programming

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Robert Khalikov
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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.

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answered Apr 19 '19 at 06:15 PM

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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.

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answered Apr 22 '19 at 05:06 PM

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Robert Khalikov
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