An Unreal Engine 4 plugin featuring editor toolbar buttons which call customizable Blueprint functions.
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- ...some uniquely customizable Blueprint functions which can be easily called from the editor toolbar.
- ...a useful tool to simplify running project scripts and blutilities.
- ...a way to improve your development workflow.
- ...an extension of engine functionality.
- ...useful for gameplay. At all. Seriously, this just helps simplify tasks during development.
- ...a profitable use of my time.
6/8/21 - Commands are now created more efficiently, and can be renamed. Renaming is done via Windows/Editor.ini
. Instructions below. Added sanity checks to disable the button while in PIE or SIE. Added check to only call events on objects placed in the game world, ignoring objects open in a blueprint editor. Marked commands to be unregistered on module shutdown, which is good for hot-reloading. 10 commands are now functional, though only 2 toolbar buttons exist for now. Action re-naming will be done in the editor eventually.
6/4/21 - Minor improvements. Cleaned up a bunch of stuff and prepared for additional actions (10 total). The events exist, and are shown by default when creating a new actor from the base class. Buttons haven't been added for them yet. That will happen after adding the dropdown menu. Currently calls events on all every actor in the level. Might add a warning if multiple actors exist in the world, as it could lead to duplicate or additional actions being triggered concurrently. Also considering adding buttons to auto-generate an actor sub-class, place it in the world, and open the blueprint editor. Would streamline installation and usage.
6/2/21 - Initial commit. It works, but it isn't pretty. Right now it only supports two actions, which is barely useful. Next, I'll be combining the actions into a single dropdown menu and expanding the number of available actions. Also exploring functionality for renaming the actions.
- Supported Unreal Engine Versions -
4.26
(probably works in most engine versions, but has not been tested) - Platforms -
Win64
(might work on other platforms? If you run Linux or Mac, let me know if it works.)
- Place the
EditorToolbarBP
folder inEngine\Plugins\Marketplace
or your project'sPlugins
folder - Regenerate project files
- Compile engine
- Enable the
EditorToolbarBP
plugin in your project - Create a new
ToolbarEvents
actor and place it in your persistent level - Add the
Toolbar Action
events and script functionality for them - Press the buttons on the toolbar to see the results!
Yep! Names need to be placed in Windows/Editor.ini
with the following section and format:
[/Script/EditorToolbarBP.EditorToolbarBPCommands]
Action_1_Name=ExampleName
Action_1_Description=ExampleDescription
Action_2_Name=OtherExampleName
Action_2_Description=OtherExampleDescription
Whatever you want! As an example, in a project which made heavy use of sequencer (and required each sequence to keep state upon completion) actors were frequently out of position while making editor adjustments. A quick script later and they're all always in the correct spot, with just the push of a button! You're limited only by your imagination (and the scope of blueprint functionality).
Convenience! The actor is just an easy way to add blueprint implementable events.
Nope! The actor defaults to Editor Only
and the plugin does not package with any projects. It's simply an editor tool.
For technical support, questions, comments, etc, please reach out on our Discord Server.
Find out more about InnerLoop LLC at https://www.innerloopllc.com.
EditorToolbarBP Plugin by ItsNotMeTrustMe (Brian Edward Hicks) of InnerLoop LLC, 2021
This plugin was not created by, or in partnership with, Epic Games or their partners/subsidiaries.
No guarantees are made about anything. Use at your own risk. Please let me know if something breaks, so I can fix it.
Please drink responsibly.