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...
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!
Respect this developer who really trying to explain in simple way and trying to speak easy words, hats off
Thank you for the sample project files. This is great making it immediately available.
This is easily one of the best talks in the whole ue5 channel. Covered a niche topic with a thorough yet concise tutorial. Bravo.
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.
This is by a mile my favourite talk that has been uploaded to this channel!
Great, great content! And masterfully presented! Thanks for that!
Very good talk, incredibly useful/informative.
Finally something good, explained, with code and sample project.
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!
Very helpful stuff, thanks for the presentation
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
That was great, so much good information!
This is great. Thank you
Crazy that you guys are joining my school, first google, nasa,Toyota and now you
Great talk dude, really useful stuff, especially towards the middle/end
good for this guy. he crushed it
Wow, thanks for this
thanks...thanks a lot...!! you are my hero.
Good topic, one missing point is you have to restart the editor to take your new BP validator into account.
Excellent
Really good presentation
Woop! Nice one Angel, great talk. Hope you're well.
Thanks Dan!! So nice hearing from you!!
finally!!!!
Wow, didn't know you could make actions in BP
Cool😍
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.
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
Nice talk. Already knew most of the material, though! So, next time hire me :-)
He's so nervous!
(Yes, yes, I understand his condition, but it can be exacerbated by stress.)
Yet one of the best talks in the whole ue5 channel.
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??
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.
@@viruspanin thanks but im trying to do it in blueprints
@@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.
Blueprint Classes have a Generated Class property on them that references the actual class you likely want eg Actor. Hope this helps
@@jakesimpson239 that property was not accessible in BP without C++ shenanigans, last time I checked
Plz make more tutorial bout control rig🙏
Stuttering and heavy accent combined make public speaking a tedious event. I wanted to watch this but I'm averse to poor communication flow.