• UE5 c++将自定义UserWdiget添加到对应菜单栏


    前言:

    为了实现与UserWidget一致的右键添加,便有了此章
    注:这里使用的是UE5.3

    目标内容:

    在这里插入图片描述

    这里可以参考UserWidget的源码,拷贝一份属于自己的就ok(本篇章只是全改成了属于自己的CommonUserWidget)

    Runtime模块需要添加内容

    首先创建一份自己Runtime模块的对象,我这取名是UCommonUserWidget

    .h

    #pragma once
    
    #include "Blueprint/UserWidget.h"
    #include "CommonUserWidget.generated.h"
    
    UCLASS(BlueprintType, Blueprintable)
    class DIVINEPROLOGUE_API UCommonUserWidget : public UUserWidget
    {
    	GENERATED_BODY()
    public:
    	}
    };
    
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    主要实现内容是:UFactory
    这里需要创建一个Editor模块,添加以下代码:

    .h

    //这个创建是因为本着改了都改,就创建了一份
    #pragma once
    #include "WidgetBlueprint.h"
    #include "CommonWidgetBlueprint.generated.h"
    
    /**
     * The widget blueprint enables extending UCommonWidgetBlueprint the user extensible UWidget.
     */
    UCLASS(BlueprintType)
    class UCommonWidgetBlueprint : public UWidgetBlueprint
    {
    	GENERATED_BODY()
    public:
    	UCommonWidgetBlueprint(){}
    };
    
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    .h

    // Copyright Epic Games, Inc. All Rights Reserved.
    
    #pragma once
    
    #include "CoreMinimal.h"
    #include "UObject/ObjectMacros.h"
    #include "Templates/SubclassOf.h"
    #include "Factories/Factory.h"
    #include "Engine/Blueprint.h"
    #include "CommonUserWidgetFactory.generated.h"
    
    UCLASS(HideCategories=Object, MinimalAPI)
    class UCommonUserWidgetFactory : public UFactory
    {
    	GENERATED_UCLASS_BODY()
    
    	// The type of blueprint that will be created
    	UPROPERTY(EditAnywhere, Category=WidgetBlueprintFactory)
    	TEnumAsByte<enum EBlueprintType> BlueprintType;
    
    	// The parent class of the created blueprint
    	UPROPERTY(EditAnywhere, Category=WidgetBlueprintFactory, meta=(AllowAbstract = ""))
    	TSubclassOf<class UUserWidget> ParentClass;
    
    	//~ Begin UFactory Interface
    	virtual bool ConfigureProperties() override;
    	virtual bool ShouldShowInNewMenu() const override;
    	virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext) override;
    	virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
    	//~ Begin UFactory Interface	
    
    	private:
    	UPROPERTY(Transient)
    	TObjectPtr<UClass> RootWidgetClass;
    };
    
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    .cpp

    // Copyright Epic Games, Inc. All Rights Reserved.
    
    #include "CommonUserWidgetFactory.h"
    #include "UObject/Interface.h"
    #include "Misc/MessageDialog.h"
    #include "Blueprint/UserWidget.h"
    #include "Blueprint/WidgetBlueprintGeneratedClass.h"
    #include "WidgetBlueprint.h"
    #include "Kismet2/KismetEditorUtilities.h"
    #include "Modules/ModuleManager.h"
    #include "UMGEditorModule.h"
    
    #include "Blueprint/WidgetTree.h"
    #include "UMGEditorProjectSettings.h"
    #include "ClassViewerModule.h"
    #include "Kismet2/SClassPickerDialog.h"
    #include "ClassViewerFilter.h"
    #include "CommonUserWidget.h"
    #include "CommonWidgetBlueprint.h"
    #include "Components/CanvasPanel.h"
    
    #define LOCTEXT_NAMESPACE "UCommonUserWidgetFactory"
    
    /*------------------------------------------------------------------------------
    	UCommonUserWidgetFactory implementation.
    ------------------------------------------------------------------------------*/
    
    class FWidgetClassFilter : public IClassViewerFilter
    {
    public:
    	/** All children of these classes will be included unless filtered out by another setting. */
    	TSet <const UClass*> AllowedChildrenOfClasses;
    
    	/** Disallowed class flags. */
    	EClassFlags DisallowedClassFlags;
    
    	virtual bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override
    	{
    		return !InClass->HasAnyClassFlags(DisallowedClassFlags)
    			&& InFilterFuncs->IfInChildOfClassesSet(AllowedChildrenOfClasses, InClass) != EFilterReturn::Failed;
    	}
    	
    	virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InUnloadedClassData, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override
    	{
    		return !InUnloadedClassData->HasAnyClassFlags(DisallowedClassFlags)
    			&& InFilterFuncs->IfInChildOfClassesSet(AllowedChildrenOfClasses, InUnloadedClassData) != EFilterReturn::Failed;
    	}
    
    };
    
    UCommonUserWidgetFactory::UCommonUserWidgetFactory(const FObjectInitializer& ObjectInitializer)
    	: Super(ObjectInitializer)
    {
    	bCreateNew = true;
    	bEditAfterNew = true;
    	SupportedClass = UCommonWidgetBlueprint::StaticClass();
    	ParentClass = nullptr;
    }
    
    bool UCommonUserWidgetFactory::ConfigureProperties()
    {
    	if (GetDefault<UUMGEditorProjectSettings>()->bUseUserWidgetParentClassViewerSelector || GetDefault<UUMGEditorProjectSettings>()->bUseUserWidgetParentDefaultClassViewerSelector)
    	{
    		FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer");
    
    		// Fill in options
    		FClassViewerInitializationOptions Options;
    		Options.DisplayMode = EClassViewerDisplayMode::Type::TreeView;
    		Options.Mode = EClassViewerMode::ClassPicker;
    		Options.bShowNoneOption = false;
    		Options.bExpandAllNodes = true;
    		Options.bShowDefaultClasses = GetDefault<UUMGEditorProjectSettings>()->bUseUserWidgetParentDefaultClassViewerSelector;
    		Options.bShowClassesViewer = GetDefault<UUMGEditorProjectSettings>()->bUseUserWidgetParentClassViewerSelector;
    
    		TSharedPtr<FWidgetClassFilter> Filter = MakeShareable(new FWidgetClassFilter);
    		Options.ClassFilters.Add(Filter.ToSharedRef());
    
    		const TArray<TSoftClassPtr<UUserWidget>>& FavoriteWidgetParentClasses = GetDefault<UUMGEditorProjectSettings>()->FavoriteWidgetParentClasses;
    		for (int32 Index = 0; Index < FavoriteWidgetParentClasses.Num(); ++Index)
    		{
    			UClass* FavoriteWidgetParentClass = FavoriteWidgetParentClasses[Index].LoadSynchronous();
    			if (FavoriteWidgetParentClass && FavoriteWidgetParentClass->IsChildOf(UCommonUserWidget::StaticClass()))
    			{
    				if (!Options.ExtraPickerCommonClasses.Contains(FavoriteWidgetParentClass))
    				{
    					Options.ExtraPickerCommonClasses.Add(FavoriteWidgetParentClass);
    				}
    			}
    		}
    
    		if (Options.ExtraPickerCommonClasses.Num() == 0)
    		{
    			Options.ExtraPickerCommonClasses.Add(UCommonUserWidget::StaticClass());
    		}
    
    		Filter->DisallowedClassFlags = CLASS_Deprecated | CLASS_NewerVersionExists | CLASS_Hidden | CLASS_HideDropDown;
    		Filter->AllowedChildrenOfClasses.Add(UCommonUserWidget::StaticClass());
    
    		const FText TitleText = LOCTEXT("CreateCommonWidgetBlueprint", "Pick Parent Class for New  Widget Blueprint");
    
    		UClass* ChosenParentClass = nullptr;
    		bool isSuccessful = SClassPickerDialog::PickClass(TitleText, Options, ChosenParentClass, UCommonUserWidget::StaticClass());
    		ParentClass = ChosenParentClass ? ChosenParentClass : UCommonUserWidget::StaticClass();
    
    		if (!isSuccessful)
    		{
    			return false;
    		}
    	}
    
    	if (GetDefault<UUMGEditorProjectSettings>()->bUseWidgetTemplateSelector)
    	{
    		// Load the classviewer module to display a class picker
    		FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer");
    
    		// Fill in options
    		FClassViewerInitializationOptions Options;
    		Options.Mode = EClassViewerMode::ClassPicker;
    		Options.bShowNoneOption = true;
    
    		TArray<TSoftClassPtr<UPanelWidget>> CommonRootWidgetClasses = GetDefault <UUMGEditorProjectSettings>()->CommonRootWidgetClasses;
    		for (int32 Index = 0; Index < CommonRootWidgetClasses.Num(); ++Index)
    		{
    			UClass* PanelWidgetClass = CommonRootWidgetClasses[Index].LoadSynchronous();
    			if (PanelWidgetClass && PanelWidgetClass->IsChildOf(UPanelWidget::StaticClass()))
    			{
    				if (!Options.ExtraPickerCommonClasses.Contains(PanelWidgetClass))
    				{
    					Options.ExtraPickerCommonClasses.Add(PanelWidgetClass);
    				}
    			}
    		}
    
    		if (Options.ExtraPickerCommonClasses.Num() == 0)
    		{
    			Options.ExtraPickerCommonClasses.Add(UCanvasPanel::StaticClass());
    		}
    
    		TSharedPtr<FWidgetClassFilter> Filter = MakeShareable(new FWidgetClassFilter);
    		Options.ClassFilters.Add(Filter.ToSharedRef());
    
    		Filter->DisallowedClassFlags = CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists;
    		Filter->AllowedChildrenOfClasses.Add(UPanelWidget::StaticClass());
    
    		const FText TitleText = LOCTEXT("CreateRootWidgetBlueprint", "Pick Root Widget for New Widget Blueprint");
    		return SClassPickerDialog::PickClass(TitleText, Options, static_cast<UClass*&>(RootWidgetClass), UPanelWidget::StaticClass());
    
    	}
    	return true;
    }
    
    bool UCommonUserWidgetFactory::ShouldShowInNewMenu() const
    {
    	return true;
    }
    
    UObject* UCommonUserWidgetFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext)
    {
    	// Make sure we are trying to factory a Anim Blueprint, then create and init one
    	check(Class->IsChildOf(UCommonWidgetBlueprint::StaticClass()));
    
    	UClass* CurrentParentClass = ParentClass;
    	if (CurrentParentClass == nullptr)
    	{
    		CurrentParentClass = UCommonUserWidget::StaticClass();
    	}
    
    	// If they selected an interface, force the parent class to be UInterface
    	if (BlueprintType == BPTYPE_Interface)
    	{
    		CurrentParentClass = UInterface::StaticClass();
    	}
    
    	if ( (CurrentParentClass == nullptr) || !FKismetEditorUtilities::CanCreateBlueprintOfClass(CurrentParentClass) || !CurrentParentClass->IsChildOf(UCommonUserWidget::StaticClass()) )
    	{
    		FFormatNamedArguments Args;
    		Args.Add( TEXT("ClassName"), CurrentParentClass ? FText::FromString( CurrentParentClass->GetName()) : LOCTEXT("Null", "(null)") );
    		FMessageDialog::Open( EAppMsgType::Ok, FText::Format( LOCTEXT("CannotCreateCommonWidgetBlueprint", "Cannot create a Common Widget Blueprint based on the class '{ClassName}'."), Args ) );
    		return nullptr;
    	}
    	else
    	{
    		if (!GetDefault<UUMGEditorProjectSettings>()->bUseWidgetTemplateSelector)
    		{
    			RootWidgetClass = GetDefault<UUMGEditorProjectSettings>()->DefaultRootWidget;
    		}
    
    		UCommonWidgetBlueprint* NewBP = CastChecked<UCommonWidgetBlueprint>(FKismetEditorUtilities::CreateBlueprint(CurrentParentClass, InParent, Name, BlueprintType, UCommonWidgetBlueprint::StaticClass(), UWidgetBlueprintGeneratedClass::StaticClass(), CallingContext));
    
    		// Create the desired root widget specified by the project
    		if ( NewBP->WidgetTree->RootWidget == nullptr )
    		{
    			if (TSubclassOf<UPanelWidget> RootWidgetPanel = RootWidgetClass)
    			{
    				UWidget* Root = NewBP->WidgetTree->ConstructWidget<UWidget>(RootWidgetPanel);
    				NewBP->WidgetTree->RootWidget = Root;
    			}
    		}
    
    		{
    			IUMGEditorModule::FWidgetBlueprintCreatedArgs Args;
    			Args.ParentClass = CurrentParentClass;
    			Args.Blueprint = NewBP;
    
    			IUMGEditorModule& UMGEditor = FModuleManager::LoadModuleChecked<IUMGEditorModule>("UMGEditor");
    			UMGEditor.OnWidgetBlueprintCreated().Broadcast(Args);
    		}
    
    		return NewBP;
    	}
    }
    
    UObject* UCommonUserWidgetFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
    {
    	return FactoryCreateNew(Class, InParent, Name, Flags, Context, Warn, NAME_None);
    }
    
    #undef LOCTEXT_NAMESPACE
    
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    这样运行起来之后,会发现右键内容已经有了但是,名字不对,类型也不对,但是已经能正常创建出来了,因为我们还需要创建一个UAssetDefinitionDefault
    在这里插入图片描述
    在这里插入图片描述

    .h

    // Copyright Epic Games, Inc. All Rights Reserved.
    
    #pragma once
    #include "CoreMinimal.h"
    #include "AssetDefinitionDefault.h"
    
    #include "AssetDefinition_CommonWidgetBlueprint.generated.h"
    
    UCLASS()
    class UAssetDefinition_CommonWidgetBlueprint : public UAssetDefinitionDefault
    {
    	GENERATED_BODY()
    
    public:
    	UAssetDefinition_CommonWidgetBlueprint();
    	virtual ~UAssetDefinition_CommonWidgetBlueprint() override;
    	
    	// UAssetDefinition Begin
    	virtual FText GetAssetDisplayName() const override;
    	virtual FLinearColor GetAssetColor() const override;
    	virtual TSoftClassPtr<UObject> GetAssetClass() const override;
    	virtual TConstArrayView<FAssetCategoryPath> GetAssetCategories() const override;
    	virtual EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const override;
    	virtual EAssetCommandResult PerformAssetDiff(const FAssetDiffArgs& DiffArgs) const override;
    	virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
    	// UAssetDefinition End
    };
    
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    .cpp

    #include "AssetDefinition_CommonWidgetBlueprint.h"
    #include "CommonWidgetBlueprint.h"
    #include "WidgetBlueprintEditor.h"
    #include "Misc/MessageDialog.h"
    #include "SBlueprintDiff.h"
    
    #define LOCTEXT_NAMESPACE "AssetTypeActions"
    
    UAssetDefinition_CommonWidgetBlueprint::UAssetDefinition_CommonWidgetBlueprint() = default;
    
    UAssetDefinition_CommonWidgetBlueprint::~UAssetDefinition_CommonWidgetBlueprint() = default;
    
    FText UAssetDefinition_CommonWidgetBlueprint::GetAssetDisplayName() const
    {
    	return LOCTEXT("UAssetDefinition_CommonWidgetBlueprint", "Common Widget Blueprint");
    }
    
    FLinearColor UAssetDefinition_CommonWidgetBlueprint::GetAssetColor() const
    {
    	return FLinearColor(FColor(44, 89, 180));
    }
    
    TSoftClassPtr<> UAssetDefinition_CommonWidgetBlueprint::GetAssetClass() const
    {
    	return UCommonWidgetBlueprint::StaticClass();
    }
    
    TConstArrayView<FAssetCategoryPath> UAssetDefinition_CommonWidgetBlueprint::GetAssetCategories() const
    {
    	static const TArray<FAssetCategoryPath, TFixedAllocator<1>> Categories = { EAssetCategoryPaths::UI };
    	return Categories;
    }
    
    EAssetCommandResult UAssetDefinition_CommonWidgetBlueprint::OpenAssets(const FAssetOpenArgs& OpenArgs) const
    {
    	EToolkitMode::Type Mode = OpenArgs.GetToolkitMode();
    
    	EAssetCommandResult Result = EAssetCommandResult::Unhandled;
    
    	for (UBlueprint* Blueprint : OpenArgs.LoadObjects<UBlueprint>())
    	{
    		if (Blueprint && Blueprint->SkeletonGeneratedClass && Blueprint->GeneratedClass)
    		{
    			TSharedRef<FWidgetBlueprintEditor> NewBlueprintEditor(new FWidgetBlueprintEditor);
    
    			const bool bShouldOpenInDefaultsMode = false;
    			TArray<UBlueprint*> Blueprints;
    			Blueprints.Add(Blueprint);
    
    			NewBlueprintEditor->InitWidgetBlueprintEditor(Mode, OpenArgs.ToolkitHost, Blueprints, bShouldOpenInDefaultsMode);
    		}
    		else
    		{
    			FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("FailedToLoadWidgetBlueprint", "Widget Blueprint could not be loaded because it derives from an invalid class.\nCheck to make sure the parent class for this blueprint hasn't been removed!"));
    		}
    
    		Result = EAssetCommandResult::Handled;
    	}
    
    	return Result;
    }
    
    EAssetCommandResult UAssetDefinition_CommonWidgetBlueprint::PerformAssetDiff(const FAssetDiffArgs& DiffArgs) const
    {
    	const UBlueprint* OldBlueprint = Cast<UBlueprint>(DiffArgs.OldAsset);
    	const UBlueprint* NewBlueprint = Cast<UBlueprint>(DiffArgs.NewAsset);
    	UClass* AssetClass = GetAssetClass().Get();
    	SBlueprintDiff::CreateDiffWindow(OldBlueprint, NewBlueprint, DiffArgs.OldRevision, DiffArgs.NewRevision, AssetClass);
    	return EAssetCommandResult::Handled;
    }
    
    FText UAssetDefinition_CommonWidgetBlueprint::GetAssetDescription(const FAssetData& AssetData) const
    {
    	FString Description = AssetData.GetTagValueRef<FString>( GET_MEMBER_NAME_CHECKED( UBlueprint, BlueprintDescription ) );
    	if ( !Description.IsEmpty() )
    	{
    		Description.ReplaceInline( TEXT( "\\n" ), TEXT( "\n" ) );
    		return FText::FromString( MoveTemp(Description) );
    	}
    
    	return FText::GetEmpty();
    }
    
    #undef LOCTEXT_NAMESPACE
    
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    这时候就得到了我们想要的结果:
    在这里插入图片描述

    往自己的UserWidget添加测试代码,发现能正常反射处理,因此此篇幅完成

    在这里插入图片描述
    在这里插入图片描述
    对,别忘记添加Editor模块:

            "UnrealEd",
            "UMGEditor", 
            "UMG",
            "AssetDefinition",
            "Kismet",
    
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    Runtime模块:

            "UMG",  
    
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    在这里插入图片描述
    但是这样只会发现新建的控件放在蓝图中无法正常出现,因为仔细看它的模块,其实它因为这添加的支持内容很多,因此,我们这里最终考虑还是创建UWidgetBlueprint,但是支持的SupportClass依旧是我们自定义的Class就行,这样,我们就能用UserWdiget支持的一套变量反射,它内部做这部分UI映射做了很多处理,因此这里不考虑自己去写这部分内容,这里只需要在Factory真正创建的位置去修改就行,
    FactoryCreateNew方法修改:

    UObject* UCommonUserWidgetFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext)
    {
    	// Make sure we are trying to factory a Anim Blueprint, then create and init one
    	check(Class->IsChildOf(UCommonWidgetBlueprint::StaticClass()));
    
    	UClass* CurrentParentClass = ParentClass;
    	if (CurrentParentClass == nullptr)
    	{
    		CurrentParentClass = UCommonUserWidget::StaticClass();
    	}
    
    	// If they selected an interface, force the parent class to be UInterface
    	if (BlueprintType == BPTYPE_Interface)
    	{
    		CurrentParentClass = UInterface::StaticClass();
    	}
    
    	if ( (CurrentParentClass == nullptr) || !FKismetEditorUtilities::CanCreateBlueprintOfClass(CurrentParentClass) || !CurrentParentClass->IsChildOf(UCommonUserWidget::StaticClass()) )
    	{
    		FFormatNamedArguments Args;
    		Args.Add( TEXT("ClassName"), CurrentParentClass ? FText::FromString( CurrentParentClass->GetName()) : LOCTEXT("Null", "(null)") );
    		FMessageDialog::Open( EAppMsgType::Ok, FText::Format( LOCTEXT("CannotCreateCommonWidgetBlueprint", "Cannot create a Common Widget Blueprint based on the class '{ClassName}'."), Args ) );
    		return nullptr;
    	}
    	else
    	{
    		if (!GetDefault<UUMGEditorProjectSettings>()->bUseWidgetTemplateSelector)
    		{
    			RootWidgetClass = GetDefault<UUMGEditorProjectSettings>()->DefaultRootWidget;
    		}
    		 -------------------------------修改部分 -------------------------------
    		UWidgetBlueprint* NewBP = CastChecked<UWidgetBlueprint>(FKismetEditorUtilities::CreateBlueprint(CurrentParentClass, InParent, Name, BlueprintType, UWidgetBlueprint::StaticClass(), UWidgetBlueprintGeneratedClass::StaticClass(), CallingContext));
    
    		// Create the desired root widget specified by the project
    		if ( NewBP->WidgetTree->RootWidget == nullptr )
    		{
    			if (TSubclassOf<UPanelWidget> RootWidgetPanel = RootWidgetClass)
    			{
    				UWidget* Root = NewBP->WidgetTree->ConstructWidget<UWidget>(RootWidgetPanel);
    				NewBP->WidgetTree->RootWidget = Root;
    			}
    		}
    
    		{
    			IUMGEditorModule::FWidgetBlueprintCreatedArgs Args;
    			Args.ParentClass = CurrentParentClass;
    			Args.Blueprint = NewBP;
    
    			IUMGEditorModule& UMGEditor = FModuleManager::LoadModuleChecked<IUMGEditorModule>("UMGEditor");
    			UMGEditor.OnWidgetBlueprintCreated().Broadcast(Args);
    		}
    
    		return NewBP;
    	}
    }
    
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    在这里插入图片描述在这里插入图片描述

    很遗憾,自己要去处理这部分内容时间上不划算,不过,最终创建时候,依旧是选的我们的自定义内容,这还是理想的

    到此,篇幅结束,当然,有人可能比较喜欢像我一样做一些明显的图标,便于选中,这里只需要添加Style就行:
    Editor模块:

    .h

    // Copyright Epic Games, Inc. All Rights Reserved.
    
    #pragma once
    
    #include "Styling/SlateStyle.h"
    
    /** Manages the style which provides resources for niagara editor widgets. */
    class FDivinePrologueEditorStyle : public FSlateStyleSet
    {
    public:
    	static  void Register();
    	static  void Unregister();
    	static  void Shutdown();
    
    	/** reloads textures used by slate renderer */
    	static  void ReloadTextures();
    
    	/** @return The Slate style set for niagara editor widgets */
    	static  const FDivinePrologueEditorStyle& Get();
    
    	static  void ReinitializeStyle();
    	virtual const FName& GetStyleSetName() const override;
    
    private:	
    	FDivinePrologueEditorStyle();
    	void InitIcons();
    	
    	static TSharedPtr<FDivinePrologueEditorStyle> DivinePrologueEditorStyle;
    };
    
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    .cpp
    // Copyright Epic Games, Inc. All Rights Reserved.
    
    #include "DivinePrologueEditorStyle.h"
    #include "Styling/SlateStyleMacros.h"
    #include "Styling/SlateStyleRegistry.h"
    
    TSharedPtr<FDivinePrologueEditorStyle> FDivinePrologueEditorStyle::DivinePrologueEditorStyle = nullptr;
    
    void FDivinePrologueEditorStyle::Register()
    {
    	FSlateStyleRegistry::RegisterSlateStyle(Get());
    }
    
    void FDivinePrologueEditorStyle::Unregister()
    {
    	FSlateStyleRegistry::UnRegisterSlateStyle(Get());
    }
    
    void FDivinePrologueEditorStyle::Shutdown()
    {
    	Unregister();
    	DivinePrologueEditorStyle.Reset();
    }
    
    const FVector2D Icon8x8(8.0f, 8.0f);
    const FVector2D Icon12x12(12.0f, 12.0f);
    const FVector2D Icon16x16(16.0f, 16.0f);
    const FVector2D Icon20x20(20.0f, 20.0f);
    const FVector2D Icon32x32(32.0f, 32.0f);
    const FVector2D Icon40x40(40.0f, 40.0f);
    const FVector2D Icon64x64(64.0f, 64.0f);
    
    FDivinePrologueEditorStyle::FDivinePrologueEditorStyle() : FSlateStyleSet("DivinePrologueEditorStyle")
    {
    	FSlateStyleSet::SetContentRoot(FPaths::ProjectContentDir() / TEXT("StyleTextures"));
    	FSlateStyleSet::SetCoreContentRoot(FPaths::ProjectContentDir() / TEXT("StyleTextures"));
    	
    	InitIcons();
    }
    
    void FDivinePrologueEditorStyle::InitIcons()
    {
    	Set("CommonUserWidget.Icon", new IMAGE_BRUSH("Icon", Icon64x64));
    }
    
    void FDivinePrologueEditorStyle::ReloadTextures()
    {
    	FSlateApplication::Get().GetRenderer()->ReloadTextureResources();
    }
    
    const FDivinePrologueEditorStyle& FDivinePrologueEditorStyle::Get()
    {
    	if(!DivinePrologueEditorStyle.IsValid())
    	{
    		DivinePrologueEditorStyle = MakeShareable(new FDivinePrologueEditorStyle());
    	}
    	
    	return *DivinePrologueEditorStyle;
    }
    
    void FDivinePrologueEditorStyle::ReinitializeStyle()
    {
    	Unregister();
    	DivinePrologueEditorStyle.Reset();
    	Register();	
    }
    
    const FName& FDivinePrologueEditorStyle::GetStyleSetName() const
    {
    	static FName StyleName("DivinePrologueEditorStyle");
    	return StyleName;
    }
    
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    这是我的路径:在这里插入图片描述
    当然创建之后需要在模块启动时候注册它:
    在这里插入图片描述
    在UCommonUserWidgetFactory里面重载下面方法,返回我们Style里面对应的图片:

    	virtual FName GetNewAssetThumbnailOverride() const override
    	{
    		return TEXT("CommonUserWidget.Icon");
    	}
    
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  • 原文地址:https://blog.csdn.net/weixin_56946623/article/details/134242053