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Showing posts from November, 2022

Tech Art Bits: Extending Unreal Editor with custom menus using Python: Part 2

Continuing on from my first post on the subject , here we will dive into properly expanding upon the theme of hooking custom python-based menus into the various menus and toolbars that Unreal has to offer. For the sake of example, I will limit myself to containing this to just the Level Editor Toolbar, but I will write another post on how to set your menus up (almost) anywhere in the Unreal Editor Interface. Now that we've got a menu, we can start expanding it! In this example we're going to be building a custom menu using the ToolMenuEntryScript class, which allows developers to implement overrides for various functions it contains, including the execute() function, which allows one to implement multi-line (much more complex) functionality and tie it to a menu entry.  This is a surprisingly undocumented feature of Unreal Engine, and it is very difficult to research without diving into C++ yourself, so I will be breaking things down here. First, let's clean up