Can you use Blueprints or Blutility to run console commands within the editor?
I'm trying to execute a console command within the editor. I have a Blutility actor with a Execute Console Command node with stat fps as the command (I've tried several different commands, not interesting in any particular commands, just console commands in general). The function has Call In Editor checked, and there's the button for the function on the detail panel for the actor. Pressing the button shows as firing within the Blueprint editor, but the command doesn't do anything within the editor.
My assumption is the Execute Console Command only functions when playing a project, but is there a reason for this limitation? Is there a way to work around it?
asked Dec 07 '17 at 04:56 PM in Blueprint Scripting
Found the answer on another answerhub question.
" The in-editor console commands aren't executable in this way. The 'Execute Console Command' node will only work with the 'in-game' console commands during play.
What you are essentially trying to do is extend the editor. Which is something that we encourage, but at the moment however the only way to do this is through C++ via plugins. We recently had a Twitch stream on just this functionality.
We had an experimental feature early on that would allow users to build editor tools through blueprints but it it was taken out of the editor just after beta because it wasn't working as intended. This is something that our devs would like to see make it into the editor again, eventually."
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