Using Slate for UI development and editor(7): Custom Assets
Customizing an asset is a very commonly used operation in Unreal Engine, for example, we use UDataAssets for those simple, data-only assets. But somethings, what we need is not simply…
Customizing an asset is a very commonly used operation in Unreal Engine, for example, we use UDataAssets for those simple, data-only assets. But somethings, what we need is not simply…
In this post, we focus on how to expand the engine editor, mainly to expand MenuBar, ToolBar and Content Browser. 1. Module or Plugin? The answer is: It depends. There…
We will discuss about modules in this post: how to create your own module and explain about every parts of modules References: Original Video 1. What is a module? To…
Before we enter the introducation of editor developping officially, let’s take a look at what doesn’t need to be developped by C++ and Slate, especially the part of custom detail…
The UI framework of Unreal Engine, not matter UMG which is commonly used in gameplay or Slate, provided many preset widgets to support developers. However, sometimes you might still need…
In the last post, we built a learning environment for the Slate standalone program. In this post, we will learn to write a simple Slate standalone program. 1. Import the…
This post is tranlated from my Chinese version in zhihu. Original Post Since I learned about Unreal Engine’s Slate framework last year, slate has make me depressed for several times.…