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#include "EditorUtilityWidgetBlueprint.h" | |
#include "EditorUtilitySubsystem.h" | |
UObject * Blueprint = UEditorAssetLibrary::LoadAsset(FString(TEXT("EditorUtilityWidgetBlueprint'/Game/EditorUtilities/MyWidget.MyWidget'"))); | |
if(IsValid(Blueprint)) { | |
UEditorUtilityWidgetBlueprint* EditorWidget = Cast<UEditorUtilityWidgetBlueprint>(Blueprint); | |
if (IsValid(EditorWidget)) { | |
UEditorUtilitySubsystem* EditorUtilitySubsystem = GEditor->GetEditorSubsystem<UEditorUtilitySubsystem>(); | |
EditorUtilitySubsystem->SpawnAndRegisterTab(EditorWidget); | |
} | |
} |
not working
@vishnu716 What does it mean "not working"? You cannot simply go to doctor and say "it hurts" and expect him to help you :). The code isn't simply copy-paste. It's a snippet intended to be used in a function.
sorry for that... can you help me to fix this?? "how to use a plugin editor toolbar button to run a editor utility widget, please help.."
void FExamplepModule::PluginButtonClicked()
{
// Put your "OnButtonClicked" stuff here
FText DialogText = FText::Format(
LOCTEXT("PluginButtonDialogText", "Add code to {0} in {1} to override this button's actions"),
FText::FromString(TEXT("FExamplepModule::PluginButtonClicked()")),
FText::FromString(TEXT("ExamplepModule.cpp"))
);
FMessageDialog::Open(EAppMsgType::Ok, DialogText);
}
hello,
Hello, I'm a beginner to this can you help me to fix this issue?
Do you accept paid work?
how to use a plugin editor toolbar button to run a editor utility widget, please help..