In this tutorial, I’m going to show you, how to create a menu item and submenu. This is the end result:
In this tutorial, I’m going to show you, how to add a toolbar button and how to add a functionality to this button. The final result will look like this:
There are few tips I’d like to share with you before you start coding. Some of them are obvious, some a bit less, but I thought it’s worth mentioning.
Recently I started working on some plugins. It’s mainly some editor extensions for better workflow. When I started to read up on the topic of extending editor I found out, that there really isn’t that much of documentation or tutorials on this topic. And those few tutorials are quite dated (though still useful). So basically the only way how to learn how to make an editor plugin was to dig through the source code and learn from it. This is obviously very tedious and time-consuming process. So I decided, that I’ll document all the stuff I learn in the form of short tutorials. In this tutorial, I am going to show you how to create an empty plugin and what it is made of.
In the first part of this tutorial series, you’ve created a single triangle that can be textured. In this tutorial, you will use that knowledge and make a little bit more complex shape.
I’m not going to dive into hardcore theory behind a procedural generation. With a little bit of googling you can find plenty of articles that describe it much better than I could ever do. Instead, I will focus on practical uses of procedural generation. Stuff like simple landscape generation, use of splines in procedural generation, generating cave systems, etc. I would also like to do some more experimental stuff like generative art. I can’t promise right now, that all that will be covered since I myself don’t exactly know where this series will take me. What I can promise is that I will cover the basics of procedural generation in UE4. I will be coding all examples in C++ since blueprints, in this case, are not exactly readable. However, I will probably make one part on procedural generation in blueprints. Ok, enough talking, let’s get to it.