@@ -19,14 +19,14 @@ It also add nodes to get the MousePosition, Read/Write to config files, Load/Rel
19191.0.1 Exposed PluginManager to Blueprints.
2020
2121Here is a Custom PluginBrowser created in EditorWidgets using the new PluginManager nodes.
22- ![ PluginBrowser] ( https ://elgsoft.com/Images/EditorScripting/Tool_PluginBrowser.png) <br >
22+ ![ PluginBrowser] ( http ://elgsoft.com/Images/EditorScripting/Tool_PluginBrowser.png) <br >
2323
2424
2525## Level Editor Context
2626
2727Thru the Level Editor Context object, you can bind events and query level editor specific data like mouse position or if the level editor viewport are in focus.
2828
29- ![ LevelEditorContext] ( https ://elgsoft.com/Images/EditorScripting/LEC_OnActorSelectionChanged.png) <br >
29+ ![ LevelEditorContext] ( http ://elgsoft.com/Images/EditorScripting/LEC_OnActorSelectionChanged.png) <br >
3030Examples can be found in EW_EditorContexts_LevelEditor.
3131
3232Events that are exposed in the plugin are:<br >
@@ -36,12 +36,12 @@ Blueprint Nodes:<br>
3636GetMousePosition, GetMousePositionWorld, GetActorUnderMouse, LineTrace, HasFocus, GetEditorMode, IsInPIE, IsInEditor, IsViewportRealtime, SetViewportRealtime, RestoreViewportRealtime, MoveViewportCameraToActor.
3737
3838Example of spawning and actor on the mouse cursor position in the level editor on middle mouse click.
39- ![ LevelEditorContext_spawn] ( https ://elgsoft.com/Images/EditorScripting/LEC_SpawnOnClick.png) <br >
39+ ![ LevelEditorContext_spawn] ( http ://elgsoft.com/Images/EditorScripting/LEC_SpawnOnClick.png) <br >
4040
4141## Asset Browser Context
4242Thru the Asset Browser Context object, you can bind asset related events.
4343
44- ![ OnAssetAdded] ( https ://elgsoft.com/Images/EditorScripting/CBC_OnAssetAdded.png) <br >
44+ ![ OnAssetAdded] ( http ://elgsoft.com/Images/EditorScripting/CBC_OnAssetAdded.png) <br >
4545Examples can be found in EW_EditorContexts_AssetBrowser.
4646
4747Events that are exposed in the plugin are:<br >
@@ -50,7 +50,7 @@ OnAssetCreated, OnAssetRemoved, OnAssetRenamed, OnAssetSelectionChanged, OnAsset
5050## Config Context
5151The Config Context let you read/write to config ini files in the "Project/Config/" folder by specifying the Config filename and the config section.
5252
53- ![ ConfigContext] ( https ://elgsoft.com/Images/EditorScripting/CC_ReadInt.png) <br >
53+ ![ ConfigContext] ( http ://elgsoft.com/Images/EditorScripting/CC_ReadInt.png) <br >
5454Examples can be found in EW_EditorContexts_Config.
5555
5656Supported data types are:<br >
@@ -60,7 +60,7 @@ String, Int, Float, Text, Bool, StringArray, Color, Vector2d, Vector, Vector4, R
6060## Module Manager
6161The plugin expose Module Manager functionality to blueprints so you can Load/Unload/Recompile module from Editor Widgets.
6262
63- ![ ModuleManager] ( https ://elgsoft.com/Images/EditorScripting/ModuleManager_Recompile.png) <br >
63+ ![ ModuleManager] ( http ://elgsoft.com/Images/EditorScripting/ModuleManager_Recompile.png) <br >
6464Examples can be found in EW_BlueprintNodes_ModuleManager and EW_ToolbarButton_Compiler.
6565
6666GetModuleNames, GetModulesStatus, GetModuleStatus, RecompileModule, LoadModule, UnloadModule, ReloadModule, CanShutdownModule, CanRecompileModule, IsModuleLoaded, CanHotReloadModule, CanDynamicReloadModule.
@@ -69,7 +69,7 @@ GetModuleNames, GetModulesStatus, GetModuleStatus, RecompileModule, LoadModule,
6969## Slow Task
7070The plugin exposes the SlowTask progress bar UI so your tool can show the progress. It has an option if the user should be able to cancel the progress.
7171
72- ![ SlowTask] ( https ://elgsoft.com/Images/EditorScripting/slowtask.gif) <br >
72+ ![ SlowTask] ( http ://elgsoft.com/Images/EditorScripting/slowtask.gif) <br >
7373Examples can be found in EW_ToolbarButton_SlowTask.
7474
7575BeginSlowTask, EndSlowTask, StatusUpdate, UpdateProgress, RecivedUserCancel.
@@ -78,15 +78,15 @@ BeginSlowTask, EndSlowTask, StatusUpdate, UpdateProgress, RecivedUserCancel.
7878## UBlueprint
7979The plugin has a bunch of helper blueprint nodes to work on Blueprint Objects, like the possibility to add/remove Components, add/remove Interfaces and Compile them.
8080
81- ![ UBlueprint] ( https ://elgsoft.com/Images/EditorScripting/Ublueprint_add_remove_component.png) <br >
81+ ![ UBlueprint] ( http ://elgsoft.com/Images/EditorScripting/Ublueprint_add_remove_component.png) <br >
8282Examples can be found in EW_BlueprintNodes_UBlueprint.
8383
8484AddComponent, RemoveComponent, GetInterfaces, ImplementInerface, AddInterface, RemoveInterface, CompileBlueprint, GetBlueprintFromAssetData, GetComponents, GetComponentsOfClass, GetComponentOfClass.
8585
8686## Assets
8787Helper blueprint nodes for working with AssetData and AssetObject.
8888
89- ![ Assets] ( https ://elgsoft.com/Images/EditorScripting/asset_nodes.png) <br >
89+ ![ Assets] ( http ://elgsoft.com/Images/EditorScripting/asset_nodes.png) <br >
9090Examples can be found in EW_BlueprintNodes_Assets.
9191
9292FixRedirectors, GetAssetDateModified, GetAssetDiskPath, GetAssetObjects, GetAssetObjectsMetaData,
@@ -96,9 +96,9 @@ GetAssetObjectsWithMetaDataKey, GetMetaDataBranch, GetAssetMetaData.
9696Blueprint nodes that add the possibility to change the tab name, open or close another Editor Widget.
9797* Opening and closing of Editor Widgets only work if the widget has been Run before.
9898
99- ![ EditorWidget] ( https ://elgsoft.com/Images/EditorScripting/EditorWidgetToggle.gif) <br >
99+ ![ EditorWidget] ( http ://elgsoft.com/Images/EditorScripting/EditorWidgetToggle.gif) <br >
100100
101- ![ EditorWidgetOpen] ( https ://elgsoft.com/Images/EditorScripting/BP_OpenEditorWidget_smaller.png) <br >
101+ ![ EditorWidgetOpen] ( http ://elgsoft.com/Images/EditorScripting/BP_OpenEditorWidget_smaller.png) <br >
102102
103103Examples can be found in EW_BlueprintNodes_EditorWidget.
104104
@@ -108,24 +108,24 @@ GetEditorWidgetLabel, SetEditorWidgetToolTip, EditorWidgetDrawAttention.
108108## LevelActor
109109If you modify a Level Actors transformation in an Editor Widget the editor won't be notified about the change and wont prompt if you want to save the change when closing the map, so the plugin comes with the MarkActorAsDirty node that will fix that.
110110
111- ![ LevelActor] ( https ://elgsoft.com/Images/EditorScripting/levelactor_nodes.png) <br >
111+ ![ LevelActor] ( http ://elgsoft.com/Images/EditorScripting/levelactor_nodes.png) <br >
112112Examples can be found in EW_ToolbarButton_MoveSelectedToMouse and EW_ToolbarButton_RunConstructionScript.
113113
114114RunConstructionScript, MarkActorAsDirty
115115
116116## Plugin Manager
117117Expose plugin functionality to blueprints so you can Enable/Disable plugins, Package a plugin or get the description with information about the plugin.
118118
119- ![ PluginManager] ( https ://elgsoft.com/Images/EditorScripting/PluginManager_nodes.png) <br >
119+ ![ PluginManager] ( http ://elgsoft.com/Images/EditorScripting/PluginManager_nodes.png) <br >
120120Examples can be found in EW_BlueprintNodes_PluginManager.
121121
122122EnablePlugin, DisablePlugin, SetPluginEnabled, GetPluginIconTexture, GetPluginDescription, GetPluginDescriptions, GetPluginCategory, PackagePlugin.
123123
124124## Notifications
125125Expose Notification functionality to blueprints so you can show notifications from blueprint nodes.
126126
127- ![ Notifications] ( https ://elgsoft.com/Images/EditorScripting/Notifications.gif) <br >
128- ![ NotificationsSetup] ( https ://elgsoft.com/Images/EditorScripting/Notification_node.png) <br >
127+ ![ Notifications] ( http ://elgsoft.com/Images/EditorScripting/Notifications.gif) <br >
128+ ![ NotificationsSetup] ( http ://elgsoft.com/Images/EditorScripting/Notification_node.png) <br >
129129
130130
131131## Usage
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