Installation

From Fab

  • Open Fab in the Epic Game Launcher
  • Find the plugin from the catalog
  • Click the install plugin button
  • Select the desired engine version and Install
  • Open your game project
  • Go to the Plugins page and find CallInEditorContainer
  • Enable the plugin

From Source

  • Get the source from this repository.
  • Copy the Plugins/CallInEditorContainer folder into your own game project’s Plugin folder.
  • Generate project files
  • Compile in Visual studio
  • Open your game project
  • Go to the Plugins page and find CallInEditorContainer
  • Enable the plugin

First steps

  • Add a UPROPERTY of class FCallInEditorContainer. You will use this UPROPERTY to manage your buttons using attributes and meta tags (Category, DisplayAfter, EditCondition, etc.). Make sure to put this property within WITH_EDITORONLY_DATA preprocessor directives or your packaged game will not build.
  • Mark your UFUNCTIONs with the meta=(CallInEditorContainer=[PROPERTYNAME]) meta tag to place them within the container declared above.

See the full documentation for more information.


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Demo and documentation last updated for version 1.1.1