> (if Ashley reads this: please reach out, I will need a small expansion in the edittime SDK (only one extra function) to make this project fully work with the best user experience possible and without needing to hack the editor and potentially risk future developers projects)
Really cool, fascinating to see such a smooth 3D editor!
That last sentence is worrying...
A plugin at runtime breaking is one thing; open your project, run the game, errors and cannot play, but at least you can still open your project. But an edittime plugin breaking, wouldn't that mean possible corrupt projects one day if unlucky?
At minimum maybe a check to see if you have personally verified each C3 release would work with this editor, just to prevent risking anyone's projects.
Maybe never use the hacky stuff, even if limiting, and rally the community to get whatever functions are needed. Even if you made a bleeding edge editor that does absolutely everything Unreal can do, it's not worth it if it could destroy a project suddenly.
I am assuming "risk breaking developers projects" means corrupt projects, as if this simply stopped working on an update, then that's not so bad, simply cannot use the 3D editor until it's updated, so what else could break? Correct me if I'm wrong!
Hi, no the plugin is only made of documented features and will therefore be very very unlikely to break projects. What I was referring to is that the plugin could "break" the editor and will force a reload of the editor page. If you have unsaved changes these might be lost. However I do not plan on integrating undocumented features that have a high risk of potentially causing somthing like this. I just like to have a new function in the Editor SDK that I wish Ashley would implement.
No worries though - future users will be on the safe side with their projects