Welcome to the GetEditorCamera plugin setup tutorial for Unreal Engine by Scenegraph Studios.

Introduction to GetCameraEditor plugin

The plugin does not demand whatsoever instructions apart from placing within the Plugins folder of your project and enabling information technology.

While developing our product for world wide web.Pitch4D.com Interactive Presentations, we found ourselves dragging actors out from the content folder, and then manually maneuvering them into place, taking a lot of fourth dimension by swapping between controls of Translate, Rotate, or moving them from the colliding floor upwardly.

GetEditorCamera plugin is a Cpp Office Library which exposes the current Editor Camera to blueprints so you can set up up a button (created with UE4'southward Utility Widget extension plugin), to spawn an actor at the location, or in front end of the electric current editor camera position. Boosted files are available for understanding – Cpp Actor, Design Thespian, and an editor Utility Widget.

Use Cases

  • Spawn actor at the location of the editor camera instead of dragging out from the content library.
  • Spawn actor in front end of the editor camera past adding an kickoff (the facing direction of the camera is exposed using some absurd math)
  • Spawn 3D widgets facing the Camera – making note of this you tin can create some awesome Presentations to take on Microsoft PowerPoint (We have fabricated this already then check out world wide web.Pitch4D.com if you are interested in 3D presentations for your clients, or to make yous look crawly in your pitch's.

Installation Instructions by Ballsy Launcher

Installation of the plugin through the marketplace should be direct forwards, but you volition have to enable to the plugin later install.

You may need to restart the editor and so your projection volition encounter the new plugin.

Reload the projection if the above is true. Navigate to Edit->Plugins and enable the GetEditorCamera plugin. This will prompt y'all to restart your projection. Practise so.

Now you lot can search in the EventGraph in the Utility Widget for EditorCamera which volition show all the functions/properties y'all tin access.

Unreal Engine Blueprint library

Installation Instructions by Copy

  • Make certain your Unreal Project is airtight down.
  • Create a Plugins folder in your project Directory
  • Re-create the GetEditorCamera plugin into the folder.
  • Load your project.
  • Go to the Edit->Plugins and enable the plugin. This will prompt you to restart your editor

Classes / Blueprints Contained

The core class is the Cpp Functions library which contains the functions to be exposed to blueprints.

  • GetCameraEditorBPLibrary – Cpp class which exposes the camera editor properties to blueprints.
  • MyActor – Cpp clas used for an example to show you how to create your own cpp actors so spawn them using the Editor Utility Widget.
  • ExampleUtilityWidget – Editor Utility Widget UMG class – used as an case to bear witness you how to utilise the Get/Set backdrop for the editor camera.
    • Allows you to place actors at the location, or infront of the location of the editor camera.
    • Allows you to jump the editor photographic camera to a specific location.
    • Allows yous to view the Transform of the Editor Camera.
  • BasicActor – A blueprint role player class which is an example existence spawned by the ExampleUtilityWidget.

Re-create the plugin yourself

The plugin is very simple to make as you can see from the source files in the projection.

  1. Create a new Plugin of Blueprint Library
    1. this will give you a office library to build off with some examples.
  2. Add the following

Now for the Cpp file, add the post-obit implementation lawmaking. Take notice of the include files.

After this, you will need to make sure that your plugin/game has the right libraries referenced.

In the plugin Build.cs you volition need to add together the dependency module of UnrealEd to get access to the right code for getting the camera details.

EDIT: 4.26.1 Compile Gear up

Thanks to the awesome customs of Epic/Unreal, and special cheers to shikosh who found the issue … and fixed it, and even ameliorate took the time to leave a comment on the marketplace.

Here is their comment;

Hi, just a heads upward – on MyActor.h in Plugins\Marketplace\GetCameraEditor\Source\GetCameraEditor\Public

there's a compilation error with latest UE4.26.one – an explicit category is required.

just need to add together to the SceneComponent UPROPERTY(…, Category = "Camera")

so

UPROPERTY(EditAnywhere, BlueprintReadWrite)

turns into

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")

and it works fine