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Override FTransform and FVector Edit Widget to show in different editor modes


Currently we have a actor that has 2 FTransforms and they're both MakeEditWidget, however when we switch to our own editor mode tab(tabs such as Landscape, bsp, foliage), this EditWidget dissapears until you go back to "Place" Editor mode.

Is there a way so we can override the EditWidget to appear in our own editor module or a setting on the editor module that will allow this to be shown?

Product Version: UE 4.18
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asked Feb 07 '18 at 11:40 AM in C++ Programming

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This should be a good place to place a breakpoint and see why the property widget was not created in the edit mode

 bool FEdMode::ShouldCreateWidgetForProperty(UProperty* InProp)
     return CanCreateWidgetForProperty(InProp) && InProp->HasMetaData(MD_MakeEditWidget);

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answered Feb 07 '18 at 02:56 PM

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Ali Akbar
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avatar image CelestialCel Feb 09 '18 at 11:41 AM

Seems like this isn't even being called except when in the place mode. Doesn't work in other modes either. I'll have to dive into source code further to see if there's a possibility to hook into it

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