ElgEditorScripting is an Unreal Engine 5.0 editor only plugin created to extend the possibilities of Editor Utility Widgets.
This is done by expose existing native events and functionality to blueprints.
So, no ugly Tick hack or something like that.
Level Editor Context Asset Browser Context Config Context Module Manager Slow Task UBlueprint Assets Editor Widget Level Actor Plugin Manager
Thru the Level Editor Context object, you can bind events and query level editor specific data like mouse position or if the level editor viewport are in focus.
Examples can be found in EW_EditorContexts_LevelEditor.
Example of spawning and actor on the mouse cursor position in the level editor on middle mouse click.
Thru the Asset Browser Context object, you can bind asset related events.
Examples can be found in EW_EditorContexts_AssetBrowser.
The Config Context let you read/write to config ini files in the "Project/Config/" folder by specifying the Config filename and the config section.
Examples can be found in EW_EditorContexts_Config.
Supported data types are:
The plugin expose Module Manager functionality to blueprints so you can Load/Unload/Recompile module from Editor Widgets.
Examples can be found in EW_BlueprintNodes_ModuleManager and EW_ToolbarButton_Compiler.
The plugin exposes the SlowTask progress bar UI so your tool can show the progress. It has an option if the user should be able to cancel the progress.
Examples can be found in EW_ToolbarButton_SlowTask.
The plugin has a bunch of helper blueprint nodes to work on Blueprint Objects, like the possibility to add/remove Components, add/remove Interfaces and Compile them.
Examples can be found in EW_BlueprintNodes_UBlueprint.
Helper blueprint nodes for working with AssetData and AssetObject.
Examples can be found in EW_BlueprintNodes_Assets.
Blueprint nodes that add the possibility to change the tab name, open or close another Editor Widget.
* Opening and closing of Editor Widgets only work if the widget has been Run before.
Examples can be found in EW_BlueprintNodes_EditorWidget.
If you modify a Level Actors transformation in an Editor Widget the editor won't be notified about the change and wont prompt if you want to save the change when closing the map, so the plugin comes with the MarkActorAsDirty node that will fix that.
Examples can be found in EW_ToolbarButton_MoveSelectedToMouse and EW_ToolbarButton_RunConstructionScript.
Expose plugin functionality to blueprints so you can Enable/Disable plugins, Package a plugin or get the description with information about the plugin.
Examples can be found in EW_BlueprintNodes_PluginManager.
Expose Notification functionality to blueprints so you can show notifications from blueprint nodes.
You can set custom Text, Icon, add buttons and click events.