Here is how to create your own editor mode inside Unreal Engine.
Extend the editor with custom tools like the Landscape mode tailor to your own project.
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1/4 Create the EdMode subclass
The EdMode subclass is responsible for registering and initializing the mode. It provides access to crucial virtual functions such as UEdMode::Enter & UEdMode::Exit which are triggered selecting and leaving the edit mode.
2/4 Create the ModeToolkit subclass
The Toolkit is responsible for creating the UI panel. It allows you to fully customize the panel with custom widgets are leverage the built-in DetailsView panels.
3/4 Implementing the EdMode
In this example we will keep it simple and focus on 2 things:
- registering the editor mode inside the constructor: enables our custom mode to show up in the dropdown
- overriding the toolkit: gives up complete control over the mode's editor tab
4/4 Implementing the widget
In our custom toolkit, we will override the GetInlineContent. This enables use to override the default behavior (showing details about the mode + a details view) by creating a custom text widget.
That's all for today!
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Here is how you can run custom logic during the engine initialization from your own modules.
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Registering callbacks is usually straight forward:
You get a reference to an object, access the delegate and add your callback.
However things can get tricky when it comes to engine initialization.
The main problem is you risk registering your custom logic too late - after the delegate has been fired.
To avoid this kind of problems, Unreal has FDelayedAutoRegisterHelper which gives access to a bunch of critical delegates and automatically registers the callback.
Here is how to run your Unreal C++ code asynchronously to avoid bottlenecks.
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A little bit of context:
I am working on integrating @Tolgee_i18n localization tools inside Unreal Engine.
One of problem I've encountered is the performance hit coming from refreshing the Localization Manager resources.
A single call would take 450ms and drop the FPS to 2.
1. Investigating & diagnosing the issue
The first step we need to take is to add as many TRACE_CPUPROFILER_EVENT_SCOPE in performance-heavy code. This will measure the impact of the function's execution.
As a general rule of thumb, when in doubt, always add more.
How to write and refactor code without introducing any bugs.
Write your first Unreal Engine test today in 6 steps using Rider.
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First off, let's discuss what automation tests are and what their purpose is:
Automated Tests are a controlled environment where you can verify the outcome of a piece of code against the expected result. They ensure our code behaves as expected while developing/refactoring it.
Step 1: Create the test class
1. Navigate to the module you want to add the test file to inside Rider. 2. Right-click the module project 3. Go to Add โ Unreal Test Class