***** I know you guys probably don't want to appear biased, but consider using Nvidia's shadowplay tools. I have been using their built in video encoding software and it is freaking incredible! Never freezes or slows down a system, file size and quality are good. Even after further conversions for "standard youtube quality compression" the videos look great. If you have access to upload youtube's higher bit rates, more the better! It's simple to use and essentially built straight into the drivers. Minimal hassle.
Still don't know how to extend... as many times, unreal just don't provide enough information or examples other "tutorials" out there are also not very helpful...
Would love to have an updated video of this one for UE5, specially about custom asset and an editor for with with viewport (like the SM editor or Anim, Physasset editors that has several assets associated)
Hi Tom, any chance you gonna make a tutorial on how to change the editor behavior? e.g. In the Blueprint Graph Editor, press Tab button(or maybe Spacebar) instead of Right clicking to place a new node. Or it would be nice if you could suggest where I can read on how to do it myself, or maybe give a suggestion on where should I start from in the engine source code.
Programming is inherently verbose. That's why programmers write and build drag & drop widget editors, interpreted, scripted languages like Python, JavaScript, etc and declarative "languages" like QML in C or C++. That's the reason user interfaces, Blueprints and similar tools exist, to make life easier to the non-C programmer, but ultimately, someone has to write those tools, those interfaces, scripts or game engines, usually, 95% of the time in C or C++. You won't build a house without bricks.
I think a sample project for how to build your own 'blueprint' graph would be incredibly useful. The obvious example would be for a quest/dialogue system, I know it has been done but I'm having a hard time understanding how it works and a sample project would allow for a lot more than just this type of graph. Great video btw, I wish there were more of these but I can imagine the time it must take and I think it should start to be done by people outside of Epic at this kind of level. Right now there is a lot of tutorials out there, but not a lot on complex topics such as this.
Thank you for this. Very well done. Very detailed. In about 15 minutes this provided a lot of information I've been searching for for the past two days. Excellent video. Excellent explanations.
Why can't UE learn from Unity and make this stuff simple? In Unity you just make an ClassEditor script and override the correct method. Done. The lengths you have to go in UE to achieve things that are 5 minute jobs in Unity is insane.
Great video as it guides you to understand how things works and gives a proper overall view, but I agree about some textual recap for speed consultation it would be great to have it in form of quick reference card kind of opengl ones.
Hi, would anyone kindly please answer this. Google hasn't showed up much (it was after several tries that I even made it here). How is the ARK custom dev tools made? Is it it through the same methods as discussed in this video, or... ?
Anyone know where I would make calls to add menu extenders to Persona's montage editor? Calling this in StartupModule works if the extenders are being added to level editor, but for windows that create and destroy like Persona, it does not work
Does anyone know of any other resources or tutorials on how to extend the editor? Specifically I want to extend a pawns BP editor to do things with the viewport and details panel. If anyone has any knowledge on this subject please share!
Some timestamps for the next time I look at this video:
1:33 Creating a plugin
4:20 Property Editors / Details panel customization
7:43 Details customization
11:13 Short description of style
11:45 Menu Extender
17:53 Multibox
19:14 Custom widget
19:44 Expose function to blueprint
20:04 Add a new graph node
22:29 Graph node visualizer
22:53 Graph pin visualizer
24:00 Widget reflector
26:23 Console Commands
27:37 Struct Customization
28:53 DataAsset
--
29:55 UObject based assets
30:36 Asset Type Options
32:14 Thumnail Renderer
32:41 Factory
33:44 Dragging Assets into viewport/actor
--
35:16 Custom Editor
38:04 Editor Layout
--
39:58 Editor Modes
42:08 Component Visualizer
42:50 Keybindings
45:48 Map command bindings
47:53 Editor Style
50:42 automation with C#
53:14 Construction scripts
54:51 Undo/Redo
58:45 Post edit change
1:00:39 GET_MEMBER_NAME_CHECKED
1:01:52 Q&A
1080p would be nice.
***** I know you guys probably don't want to appear biased, but consider using Nvidia's shadowplay tools. I have been using their built in video encoding software and it is freaking incredible! Never freezes or slows down a system, file size and quality are good. Even after further conversions for "standard youtube quality compression" the videos look great. If you have access to upload youtube's higher bit rates, more the better! It's simple to use and essentially built straight into the drivers. Minimal hassle.
Hi, I was wondering how do you get the plugins folder on mac. I don't get it in my Xcode when I create a new project.
Still don't know how to extend... as many times, unreal just don't provide enough information or examples
other "tutorials" out there are also not very helpful...
The project from the video would be nice to download!
Would love to have an updated video of this one for UE5, specially about custom asset and an editor for with with viewport (like the SM editor or Anim, Physasset editors that has several assets associated)
Shame this video only has 20000 views after over a year. There is some incredible information in this video. Thanks Michael!
Thanks Michael! This was somewhat of a black box to me.
Hi Tom, any chance you gonna make a tutorial on how to change the editor behavior? e.g. In the Blueprint Graph Editor, press Tab button(or maybe Spacebar) instead of Right clicking to place a new node.
Or it would be nice if you could suggest where I can read on how to do it myself, or maybe give a suggestion on where should I start from in the engine source code.
Helpful but far from enaugh
Not gonna lie, programming UI in C++ is the most verbose thing I've seen in my life...
Name one framework where it isn't at least moderately verbose? Even WPF is walls of text. Maybe Swift UI could be the only example of concise UI code?
@@MaxOstap Yeah, I guess it depends on the complexity of what you're doing, but I quite like React. SwiftUI looks awesome as well
@@VladyVeselinov That one I never used. I believe you.
@@MaxOstap Qt's QML, it's moderately verbose, but no cryptic.
Programming is inherently verbose. That's why programmers write and build drag & drop widget editors, interpreted, scripted languages like Python, JavaScript, etc and declarative "languages" like QML in C or C++. That's the reason user interfaces, Blueprints and similar tools exist, to make life easier to the non-C programmer, but ultimately, someone has to write those tools, those interfaces, scripts or game engines, usually, 95% of the time in C or C++. You won't build a house without bricks.
So where can you download the source code which is the most obvious question after watching this video..?
This is hands down one of the best, most informative lessons on the UnrealEditor in existence! Thank you so much!
I think a sample project for how to build your own 'blueprint' graph would be incredibly useful.
The obvious example would be for a quest/dialogue system, I know it has been done but I'm having a hard time understanding how it works and a sample project would allow for a lot more than just this type of graph.
Great video btw, I wish there were more of these but I can imagine the time it must take and I think it should start to be done by people outside of Epic at this kind of level.
Right now there is a lot of tutorials out there, but not a lot on complex topics such as this.
Hi there! Did you find more about this?
Nils, you have not answered @Yogi Prasida, did you find more about this topic?
Thank you for this. Very well done. Very detailed. In about 15 minutes this provided a lot of information I've been searching for for the past two days. Excellent video. Excellent explanations.
It there somewhere we can download the sample project? Thanks in advance!
Check plugins in engine source code
+Delong Li github.com/henrya2/ExtendingTheEditor
Why can't UE learn from Unity and make this stuff simple? In Unity you just make an ClassEditor script and override the correct method. Done. The lengths you have to go in UE to achieve things that are 5 minute jobs in Unity is insane.
one of the best UE4 live streams, excellent job.
It would be nice if you can do timeline annotations in video In comment below video to be able to jump in time to specific topic! :) Thank you.
Has anyone come across any examples of extending the Sequencer?
That was simple... NOT!!
Where can I access this sample code? if anywhere? Thank you.
Great video as it guides you to understand how things works and gives a proper overall view, but I agree about some textual recap for speed consultation it would be great to have it in form of quick reference card kind of opengl ones.
I NEED TO KNOW HOW TO EXTEND THE BLUEPRINT EDITOR. IT IS SO PAINFUL
Hi, would anyone kindly please answer this. Google hasn't showed up much (it was after several tries that I even made it here). How is the ARK custom dev tools made? Is it it through the same methods as discussed in this video, or... ?
Anyone know where I would make calls to add menu extenders to Persona's montage editor? Calling this in StartupModule works if the extenders are being added to level editor, but for windows that create and destroy like Persona, it does not work
Thanks Michael! Real gold.
Can you make an app game auxiliary tool?
How do you extend the graph editor toolbar? I've loaded the FGraphEditor Module but it doesn't expose any extensibility functions.
Does anyone know of any other resources or tutorials on how to extend the editor? Specifically I want to extend a pawns BP editor to do things with the viewport and details panel. If anyone has any knowledge on this subject please share!
This has got to be the worst way to create a UI I've ever seen.
This is so so helpful, thanks a ton!
Is there a version of this tutorial for 5.2?
Where is the source code so we can check it? Thanks
where the file is
?
Not so simple but with great power comes great responsibility!
Is there no place to download the code? Hard to find much use in the video without it.
Is there a Python solution to extend the editor? Instead of C++?
its amazingly useful video
Is there a tutorial series of a rts game like rise of nations? Or can you meke one?
so can i download the source code somewhere?
i got it
@@周瑞-o3z 兄弟在哪下呢
@@周瑞-o3z where did you find it?
@@drunkreapermatt Scroll down the comment section, there is a guy that posted the link
@@gameplayripper there is not
Thanks a lot. It's what i've looked for.
Mike buddy you''re a hero
Thanks a lot, was looking for this :)
Ahh yes! Finally some documentation on this!
Thanks for this in-depth video!
Thank you! This is fantastic stuff.
Does it have to be a plugin?
not necessarily
but it is recommended
I know this comment is out of video's subject, but please can any one tell me how to have such THEME for visual studio 2017?
I think that comes with Visual Assist X
Where can I find the source code itself?
Great video! I was waiting for this. I'd like to see more videos about extending the editor and the engine.
Widget Reflector. been using Unreal Since UDK days, first time I am seeing this, such a useful tool. cheers!
HI MIchael , HOw to conatact you?.
Still no 1080p video?