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 withinWITH_EDITORONLY_DATApreprocessor 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.