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Adding properties to the details panel for all blueprint objects

I'm trying to grab all of the objects that appear in the content browser and apply a property to all of them and have that property display something in the details panel in the editor all within a plugin.

I did some digging to figure out how to do this, but I'm stuck... with a few things:

  1. I have a class that inherits from UObject that can become a variable in a blueprint which I want to have attached to every single blueprint class.

  2. I tried using PropertyModule.RegisterCustomClassLayout() to apply the property in the details panel, but it only applies it to a single class at a time.

  3. I see that I can use RegisterPropertyTypeLayout() but I'm not really sure what it does, it seems to add a separate widget to the editor from the looks of it, but I can't say for certain if someone could shed light on this function for me.

  4. I figured I can use IsInBlueprint to check if an object is a blueprint, but I have yet to figure out how to get all of the objects in a list (From the content browser class maybe?).

  5. I see that I can use AddComponent() to actors, would this be good enough to attach my object to all of the objects during designer time?

If anyone can help me at all, I would appreciate it ;)

Product Version: UE 4.17
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asked May 22 '18 at 09:56 PM in C++ Programming

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Chuman
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Content browser is only viewer of asset registry and this is what oyu should do to access them

https://docs.unrealengine.com/en-us/Programming/Assets/Registry

Also note that blueprints are not classes in there they are object UBlueprint which contains graph data and it is compiled to executable code (like source file in C++).

You might try to have yout editor module to track the assets in registry and have a map of them whatever you want to attach ot them, Then to display you can use extenders to add UI to show something related to that data, here general tutorial on extending editor which also explains extenders:

https://www.youtube.com/watch?v=zg_VstBxDi8

Extenders sadly don't have centralized implementation, you usally need to look in to specific module reponcible for specific UI in editor to find entry points for your extenders

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answered May 23 '18 at 04:05 AM

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Shadowriver
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avatar image Chuman May 23 '18 at 07:39 PM

Thanks for your response I wasn't aware of the asset registry (which helps a lot), quick question if you know does GetAllAssets() get all of the assets per project? or ALL ASSETS.

avatar image Shadowriver May 23 '18 at 10:17 PM

No sure never did that i only searched by path, check it yourself

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