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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Unable to register ComponentVisualizer

Hi guys, I'm currently working on a plugin that contains an runtime and an editor module. The editor module houses some slate UI components and an Component Visualizer. However, upon StartupModule GUnrealEd is nullptr, thus I am unable to register my Component Visualizer. The slate UI and other functionality of the editor module are working correctly.

I'm initializing everything as described in the Wiki (https://wiki.unrealengine.com/Component_Visualizers) with the only difference being that the code is located in an plugin. The LoadPhase of the editor module is set to "PostEngineInit".

 void FSimulationCoreEditorModule::StartupModule()
 {
     RegisterComponentVisualizer(UTrackSegmentComponent::StaticClass()->GetFName(), MakeShareable(new FTrackSegmentComponentVisualizer));
 ...
 }
 

 void FSimulationCoreEditorModule::RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer)
 {
     if (GUnrealEd != NULL)
     {
         GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer);
     }
     
     RegisteredComponentClassNames.Add(ComponentClassName);
 
     if (Visualizer.IsValid())
     {
         Visualizer->OnRegister();
     }
 }

The code does not jump to the GUnrealEd->RegisterComponentVisualizer(...) since GUnrealEd is NULL when the module is started.

This is the setup of the editor module: { "Name": "SimulationCoreEditor", "Type": "Editor", "LoadingPhase ": "PostEngineInit", "AdditionalDependencies": [ "SimulationCore", "Engine", "PhysXVehicles", "RenderCore", "Landscape", "Slate", "UnrealEd" ] }

Has anyone experienced anything like that? Does anyone know whats missing?

Cheers, Bernhard

Product Version: UE 4.20
Tags:
more ▼

asked Jan 24 '19 at 10:05 AM in C++ Programming

avatar image

rainer.b
1

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

1 answer: sort voted first

Nevermind I found the solution. I removed the AdditionalDependencies from the .uplugin file and now it works!

more ▼

answered Jan 24 '19 at 11:30 AM

avatar image

rainer.b
1

(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