Quiet Runtime Editor for Unreal Engine
The editor operates in two primary modes:
- Edit Mode: This mode facilitates scene design.
- Play Mode: In this mode, users can engage with designed scenes through their player character.
Key Feature:
The cornerstone of the project is the Runtime World Outliner. Presently, the World Outliner's framework is built upon BP_QuietTreeManager. This actor is placed within the level and initializes the entire system upon startup.
BP_QuietTreeManager (Manager) serves as the repository for the world tree, manages action history, generates the user interface, and integrates all editor functionalities into a cohesive environment. It comprises SerializerComponent and HistoryComponent, while also maintaining the Router.
Serialization:
The project hinges on the capability to serialize objects into JSON format. This enables property editing, copying, disk-saving, and maintaining action history for undo-redo operations. Manual serialization of desired classes can be accomplished using the provided serialization pipeline.
Communication:
Different editor components operate independently and communicate via an intermediary object-router. The router registers objects upon request, associating them with a Gameplay Tag key. This setup facilitates passing commands or requests between any two system components without direct access, and data or objects can be wrapped with JSON and transmitted through the router.
Other Features:
Scene Save and Load System: Enables saving and loading of scenes into Json-files within the Documents/QuietRuntimeEditor/SaveGames folder via the WBP_SceneManager widget. Additionally, scene renaming and deletion are supported.
Runtime Datasmith Import: Allows runtime import of udatasmith, gltf, and glb files.
Runtime Actor Details (WBP_DetailsWidget): Facilitates editing of serialized actor properties.
Runtime Content Browser (WBP_QuietContentBrowser): Permits addition of content to scenes by retrieving assets from the UserContent folder.
Runtime Material Editor (WBP_QuietMaterialEditor): Widget for creating and editing Dynamic Materials, with support for serialization of material parameters.
Actions History: Registers user actions and stores necessary data for Undo-Redo in Json-files.
Runtime Transformation Gizmo: Enables editing of actor transforms at runtime.
Actor Transform Tools: Provides multiple tools for actor transformation, alignment, and population.
Runtime Color Wheel (WBP_ColorPickerWindow): Widget for selecting desired colors.
Technical Details:
- Blueprints: 128
- Blueprint Interfaces: 4
- Enums: 14
- Structures: 2
- Widget Blueprints: 99
- Example Content:
- Static Meshes: 67
- Materials: 37
- Textures: 48
- Plugins Used:
- JsonBlueprintUtilities
- BlueprintFileUtils
- EnhancedInput
- DatasmithRuntime
- Input Method: Mouse, Keyboard
- Network Replicated: No
- Supported Development Platforms:
- Windows: Yes
- Mac: Yes
Important/Additional Notes:
The Runtime Editor is entirely blueprint-based, with certain limitations and unconventional solutions.
The Content Browser relies on Asset Registry functions and may not function in Standalone Mode due to unavailable functions; however, it operates smoothly in packaged builds.
Path Tracer functionality is unavailable in shipping builds.
Due to limitations in blueprints, class properties cannot be auto-accessed, necessitating manual serialization using the provided pipeline.
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