Anatomy of plugin
Assumed Knowledge You are an experienced programmer that has experience with object-oriented programming languages, such as C++ and Java. You have moderate experience or have mastered basic program...
Assumed Knowledge
You are an experienced programmer that has experience with object-oriented programming languages, such as C++ and Java. You have moderate experience or have mastered basic programming concepts, such as variables, functions, classes, reflection, modules, compiling, debugging, etc; and you can write and compile your own programs.
Plugins
A Plugin is similar to a Module except it may include Content (assets) as well as code.
Project and Engine Plugins
Project Plugins will reside in the
Plugins
folder, which is in the Project's root directory (where the .uproject resides).
Engine Plugins will initially be created as a Project Plugin where they will be programmed and debugged, but when distributed, they will reside in the Engine's installation directory. For example, Marketplace Plugins are installed to the folder:
.../UE_/Engine/Plugins/Marketplace/
An Engine Plugin may be moved into a Project's Plugin folder to recompile and debug
Engine Plugins may be moved into a Project's Plugin folder and used as a Project Plugin
Plugin Descriptor File
A .uplugin file, which is a plain-text file that stores Plugin Descriptors in a JSON object. It will exist at the root directory of the Plugin.
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Plugin File Structure
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Modules
Plugins may contain one or more Modules, which are implemented by creating a class that inherits from
IModuleInterface
and overriding the '''
StartupModule
''' and '''
ShutdownModule
''' methods, etc. Each Module will exist in its own subfolder under the Plugin's "Source" folder. A Module may also act as a controller (in an MVC architecture) in which methods are implemented to perform actions. When a new Plugin is created, a Module will automatically be generated in the Plugin's "Source" folder and its generated folder and module will be given the same name as the Plugin, e.g.
The Module's path:
/MyPluginTitle/Source/MyPluginTitle
The Module's header file:
/MyPluginTitle/Source/MyPluginTitle/Public/MyPluginTitle.h
The Module's type name:
FMyPluginTitleModule
Listing 1 below shows the module header generated for a plugin from the Editor Toolbar Button template with the name MyEditorToolbarButton. Note that it does not contain a reflection header, i.e. *.generated.h
Listing 1: Generated Module from Editor Toolbar Button Template
// MyEditorToolbarButton.h
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FToolBarBuilder;
class FMenuBuilder;
class FMyEditorToolbarButtonModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** This function will be bound to Command. */
void PluginButtonClicked();
private:
void AddToolbarExtension(FToolBarBuilder& Builder);
void AddMenuExtension(FMenuBuilder& Builder);
private:
TSharedPtr PluginCommands;
};
A Module may also contain Commands, which contains metadata that may be mapped to UI elements. And those Commands may have methods or Actions or mapped to them using the
MapAction
method. For example, the generated Module above contains the variable "PluginCommands", which stores a list of Commands.
A Module may also have style data that can be applied to UI elements, which may be stored in a Style class.
Module Descriptors
Module's also have Descriptors that will be defined in the Plugin's Descriptor file and they consist of the properties Name, Type, and LoadingPhase. Please read the official documentation for further details.
New Reflected Types
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Warnings and Tips
The UE4 EULA prohibits inclusion of Editor Modules in Shipping games and apps.
The Developer Module Type was deprecated in 4.24
An Engine Module will only ever contain code
Commands
Commands are instances of the
FUICommandInfo
class, which contains metadata about the appearance and functionality of a command that may be mapped to a UI element, such as ActiveChords, Label, Description, Icon, UIStyle, CommandName, UserInterfaceType (See UICommandInfo.h).
Command Registration
When a new plugin is created, it may have automatically generated a subclass of
TCommands
and overridden the method
RegisterCommands()
. Within this method, the Commands will be instantiated using the
UI_COMMAND
macro.
void FMyToolbarButtonCommands::RegisterCommands()
{
UI_COMMAND(PluginAction, "MyToolbarButton", "Execute MyToolbarButton action", EUserInterfaceActionType::Button, FInputGesture());
}
The
RegisterCommands()
method is invoked during the Module's
StartupModule()
method.
void FMyToolbarButtonModule::StartupModule()
{
...
FMyToolbarButtonCommands::Register();
...
Mapping Actions to Commands
After a Command has been instantiated, it may be mapped to a method or an Action.
PluginCommands = MakeShareable(new FUICommandList);
PluginCommands->MapAction(
FMyToolbarButtonCommands::Get().PluginAction,
FExecuteAction::CreateRaw(this, &FMyToolbarButtonModule::PluginButtonClicked),
FCanExecuteAction());
Editor Keyboard Shortcuts
Commands may be assigned keyboard shortcuts in the Editor Preferences:
Editor Preferences > Keyboard Shortcuts > General - Keyboard Shortcuts
Actions
Actions are instances of the struct
FUIAction
and contains FExecuteAction*** delegates (see UIAction.h). An Action may also be mapped to a Command using the
MapAction
method.
Style
A Style class is a base class that contains appearance data, such as images, fonts, that may be mapped to your plugin's UI elements.
TODO
- FSlateStyleSet
- FSlateStyleRegistry
- StyleSetName
- StyleSet Content Root
- Mapping StyleSetName.CommandTitle to images, etc
Extenders and UI Extension Points
TODO
Slate UI Framework
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Plugin Editor Settings
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Automation Scripts
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Tools
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Custom Editor Mode
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Tips
Recompile a plugin from the menu: Windows > Developer Tools > Modules