Studying Scripted Extensions in UE 4.20
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Good work bro!

i focus on the composition and framing of my images and the silhouettes of my objects more than on the quality or complexity of the models or materials. http://geometrydashfree.com/

by Duacan
1 days ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

Studying Scripted Extensions in UE 4.20
23 July, 2018
News

Unreal Engine 4.20 introduced a number of new features and tools. One of the coolest abilities here is the power to extend the Editor through Blueprints/Python scripting. The keys here are Actor and Asset Editor extensions. Wish to know more? Check out a guide to scripted extensions in the newest version by Luciano Iurino

A short piece to get you interested:

Scripted Extensions via Blueprint scripting need to be done via Blutility. If you don’t know what it is, Blutility is just a special type of Blueprint that helps create custom Editor-callable functions and events.

In order to use Blutility, you need to enable it in the Editor Preferences:

[Optional] Some of the tools exposed for the Editor scripting will only appear if you enable the Editor Scripting Utilities in the Plugin section:

First we need to create a new Blutility asset:

When asked for the parent class, just select ActorActionUtility if you want to extend the Editor to handle Actors in the scene:

Once created, if you want to open it for editing, don’t just double-click on it: it would just open an empty window. Instead, right-click on it in the Content Browser and click on Edit Blueprint:

Luciano Iurino 

Make sure to study the full guide here

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