1st Edition
Extending and Customizing Unreal Engine Editor Methods for Improving Workflow and More Robust Scripting
This book provides a broad overview of editor extensions and modifications that can be made to speed up your workflow in the Unreal Engine. It covers tips for both initial content creation as well as debugging already existing content.
The book explains how several editor systems work, with a focus on how you can extend and modify them to suit your own workflow. Chapters cover how to create your own editor modes with several different kinds of tools in them, covering tools for artists and for gameplay scripting, giving you the foundation to build further tools and personalize your workflow. It also covers how to personalize toolbars and editor windows and create custom variable visualization and Blueprint nodes.
Whether you are making a small indie game or an AAA game, this book will help you and your team in creating the tools needed to improve your workflow.
Introduction
Code Standard
Creating our plugin
1. Editor Modes
Style set
Our first tool
Material copy/paste
Undo/Redo support
User Feedback
Reimport asset from actor
Spawner tool
FEdMode vs UEdMode
2. Toolbar
BugItGo
Editor light
Game settings
Compile all blueprints
3. Editor Windows
Pickup window
Spawner window
4. Data Visualization
Meta flags
Custom slate widgets for code structs
Custom slate widgets for blueprint structs
5. Commandlets
Collision checker
Static mesh replacer
6. Extending Editor Debugging
Component visualizer
Debug interface
3D text in editor
7. Google Sheets
Content browser extension
Google sheet setup
Slate window
Sheet/page data
Launching external process
Upload/Download script
8. Blueprint Nodes Customization
Meta flags
Latent nodes
CustomThunk
Coding blueprint nodes
MapForEach node
Alarm node
Biography
Roger Mattsson has worked as a gameplay programmer and a game designer for over 20 years at several AAA studios and small indie studios. He is currently working at Neon Giant as a Principal Programmer, a studio focused on making big ambitious games with few people.






