Skip to content

Instantly share code, notes, and snippets.

Show Gist options
  • Save FilipSivak/c03f724a34da59a9463eba7248868047 to your computer and use it in GitHub Desktop.
Save FilipSivak/c03f724a34da59a9463eba7248868047 to your computer and use it in GitHub Desktop.
Unreal - open editor utility widget by C++
#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);
}
}
@vishnu716
Copy link

hello,

@vishnu716
Copy link

Hello, I'm a beginner to this can you help me to fix this issue?

@vishnu716
Copy link

Do you accept paid work?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment