Extending the Editor: Making the Most of Unreal Engine’s Existing Framework | Unreal Fest 2024

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  • Опубліковано 17 лис 2024
  • In this talk, Tanglewood Games will present how to add extra functionality to the Unreal Editor by leveraging its existing framework, enabling the creation of tools that feel native and intuitive to use, and that are tailored to custom projects, modular, and easy to maintain.
    These frameworks will be presented through a series of practical examples using both Blueprints and C++, ranging from simpler tasks like Editor Utility Widgets, Scriptable Actions, and Data Validators, to more advanced uses such as Slate Notifications, Component Visualizers, custom Details Panels and Editor Modes, and finally Asset Factories with Custom Viewports.
    Download presentation and sample project: drive.google.c...

КОМЕНТАРІ • 42

  • @VictorIstomin
    @VictorIstomin 12 днів тому +2

    03:50 scripted actions
    04:52 scripted actions - implementation
    07:11 data validation
    09:02 data validation - utility BP
    10:28 data validation - C++ IsDataValid
    12:51 Slate notifications
    15:40 Custom details panel
    18:58 Component Visualizers
    22:58 Component Visualizers - interaction
    25:35 Custom assets
    28:14 Advanced asset editor
    33:35 Advanced asset editor - custom viewport
    35:17 Further learning - what's next
    36:59 References
    Informative and concise, thanks a lot!

  • @UV_Game_developer
    @UV_Game_developer 3 місяці тому +19

    Respect this developer who really trying to explain in simple way and trying to speak easy words, hats off

  • @lukassizemore8102
    @lukassizemore8102 3 місяці тому +13

    Thank you for the sample project files. This is great making it immediately available.

  • @RonnieBanerjee007
    @RonnieBanerjee007 3 місяці тому +12

    This is easily one of the best talks in the whole ue5 channel. Covered a niche topic with a thorough yet concise tutorial. Bravo.

  • @ls.c.5682
    @ls.c.5682 2 місяці тому +1

    This talk was great, and it blows my mind how customizable UE really is, I've worked on 2 AAA games in the last stages of them being pushed out and shipped and I wish the leaders on those projects understood what could be possible to make the whole process easier across disciplines by making the UE interface support what people actually wanted to do.

  • @PlatinumNanos
    @PlatinumNanos 3 місяці тому +13

    This is by a mile my favourite talk that has been uploaded to this channel!

  • @blaster_pro
    @blaster_pro 3 місяці тому +6

    Great, great content! And masterfully presented! Thanks for that!

  • @lodzero6264
    @lodzero6264 2 місяці тому +2

    Very good talk, incredibly useful/informative.

  • @As_Ss
    @As_Ss 3 місяці тому +11

    Finally something good, explained, with code and sample project.

  • @erdemserhatergen
    @erdemserhatergen 3 місяці тому +6

    This is one of the best talks on this channel because there aren't many resources about extending editor. Also very generous for sharing project files. Thank you a lot!

  • @James-uw4it
    @James-uw4it 2 місяці тому +1

    Very helpful stuff, thanks for the presentation

  • @ben_mkiv
    @ben_mkiv 2 місяці тому

    Thanks for the talk, having practical examples for everything convinced me to try out a few things which i would have expected to be way more complex

  • @chrissmylie-fh4zn
    @chrissmylie-fh4zn 2 місяці тому +1

    That was great, so much good information!

  • @MarvenYassen
    @MarvenYassen 3 місяці тому +4

    This is great. Thank you

  • @gonicro2540
    @gonicro2540 3 місяці тому +2

    Crazy that you guys are joining my school, first google, nasa,Toyota and now you

  • @ItsBaffledd
    @ItsBaffledd 2 місяці тому +1

    Great talk dude, really useful stuff, especially towards the middle/end

  • @ryanisanart
    @ryanisanart 3 місяці тому +7

    good for this guy. he crushed it

  • @JenAnty_JA
    @JenAnty_JA 3 місяці тому +4

    Wow, thanks for this

  • @cleandust530
    @cleandust530 Місяць тому

    thanks...thanks a lot...!! you are my hero.

  • @matremtube
    @matremtube 2 місяці тому +1

    Good topic, one missing point is you have to restart the editor to take your new BP validator into account.

  • @LimitedPerfection
    @LimitedPerfection 3 місяці тому +2

    Excellent

  • @KINGDOMSONSTV
    @KINGDOMSONSTV 2 місяці тому +1

    Really good presentation

  • @danhughes7993
    @danhughes7993 2 місяці тому +1

    Woop! Nice one Angel, great talk. Hope you're well.

    • @angelfloresarq
      @angelfloresarq 2 місяці тому

      Thanks Dan!! So nice hearing from you!!

  • @nerophesis
    @nerophesis 3 місяці тому +1

    finally!!!!

  • @Mittzys
    @Mittzys 3 місяці тому +1

    Wow, didn't know you could make actions in BP

  • @KissSimple
    @KissSimple 2 місяці тому

    Cool😍

  • @JonesCrimson
    @JonesCrimson 3 місяці тому +11

    You would think with all of the marketing they do towards youth and BP coders that they wouldn't have waited this long to focus on the interface.

  • @ThePravenpjose
    @ThePravenpjose 3 місяці тому

    Hi, I have 3 chunk(.pak) files, each chunk file has different PrimaryAssetLabel with different ID. Each chunk have a class called BP_Animal.
    Can I load the specific BP_Animal class from each .pak file individually using c++? I want to do something similar to Asset Bundles, where downloadable assets can be used in Unreal Engine at runtime

  • @johnfredcee
    @johnfredcee 3 місяці тому +1

    Nice talk. Already knew most of the material, though! So, next time hire me :-)

  • @Leomerya12
    @Leomerya12 3 місяці тому +6

    He's so nervous!
    (Yes, yes, I understand his condition, but it can be exacerbated by stress.)

    • @RonnieBanerjee007
      @RonnieBanerjee007 3 місяці тому +5

      Yet one of the best talks in the whole ue5 channel.

  • @longbowman7238
    @longbowman7238 2 місяці тому

    with the asset validator, u only get class Blueprint from it and you can't cast down to like Actor or player controller. how do you do this??

    • @viruspanin
      @viruspanin 2 місяці тому +1

      You can implement custom C++ function that would grab the blueprint generated class from the Blueprint asset, expose it to BPs and use it in your BP validator.

    • @longbowman7238
      @longbowman7238 2 місяці тому

      @@viruspanin thanks but im trying to do it in blueprints

    • @viruspanin
      @viruspanin 2 місяці тому

      @@longbowman7238 purely in BP, there should be a node called Load Blueprint class, you feed an asset path to it, and it will return an actual BP generated class, if the supplied path is valid and points to a blueprint asset.

    • @jakesimpson239
      @jakesimpson239 2 місяці тому +1

      Blueprint Classes have a Generated Class property on them that references the actual class you likely want eg Actor. Hope this helps

    • @viruspanin
      @viruspanin 2 місяці тому

      @@jakesimpson239 that property was not accessible in BP without C++ shenanigans, last time I checked

  • @timbrazh8512
    @timbrazh8512 3 місяці тому +1

    Plz make more tutorial bout control rig🙏

  • @gstreetgames2530
    @gstreetgames2530 2 місяці тому

    Stuttering and heavy accent combined make public speaking a tedious event. I wanted to watch this but I'm averse to poor communication flow.