Studying Scripted Extensions in UE 4.20
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I am very impressed! It is easy to see you are on your way to a well-deserved wonderful future.

An absolutely great read, thank you for this. Really lays a foundation on how to go about the learning process.

Hi Matthew and Mr VFX, I’m currently researching this topic of decomposing images into shading and reflectance layers. I would love to learn about what you are trying to use this for to learn more about applications for this technology.

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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