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

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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.

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

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

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

RonnieBanerjee
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Very helpful stuff, thanks for the presentation

James-uwit
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Great, great content! And masterfully presented! Thanks for that!

blaster_pro
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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!

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

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

As_Ss
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Very good talk, incredibly useful/informative.

lodzero
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That was great, so much good information!

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

matremtube
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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.

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

gonicro
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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

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

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

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

ItsBaffledd
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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

ThePravenpjose
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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.

JonesCrimson
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He's so nervous!

(Yes, yes, I understand his condition, but it can be exacerbated by stress.)

Leomerya