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Lesson 75 of 8801. Foundations and Editor WorkflowFree lesson

Building Custom Editor Windows with Slate

Construct standalone editor windows using C++ Slate code to provide dedicated workspaces for custom gameplay tools and asset management utilities.

In this lesson, you will learn how to break free from standard UI constraints by building your own dedicated Editor Windows using C++ and Slate to house your custom tools.

Beyond the Details Panel

While customizing the Details Panel is perfect for modifying existing assets, sometimes you need a "home base" for a complex tool—like a custom level exporter, an AI debugger, or a bulk asset renamer. By creating a standalone Editor Window, you provide users with a dedicated workspace that exists outside the standard property grids, giving you full control over the layout, inputs, and visual representation.

The Foundation of a Window

To create an Editor Window, you must utilize the FGlobalTabmanager. In Unreal, Editor Windows are treated as "Tabs" that can be docked, floated, or saved in a layout. You register a "Tab Spawner" during your module's startup phase, which defines a unique ID for your window and the function that builds its content.

The SNew macro is your primary tool here. You use it to define the hierarchy of your UI components declaratively. For a basic window, you typically start with an SWindow or an SDockTab, then fill it with layouts like SVerticalBox or SHorizontalBox.

Here is a simplified example of how you define the contents of your window:

TSharedRef<SDockTab> OnSpawnPluginTab(const FSpawnTabArgs& SpawnTabArgs)
{
    return SNew(SDockTab)
        .TabRole(ETabRole::NomadTab)
        [
            SNew(SVerticalBox)
            + SVerticalBox::Slot()
            .AutoHeight()
            [
                SNew(STextBlock).Text(FText::FromString("Welcome to my Custom Tool!"))
            ]
            + SVerticalBox::Slot()
            [
                SNew(SButton).Text(FText::FromString("Perform Action"))
            ]
        ];
}

Why This Workflow Matters

By building custom windows, you encapsulate complex logic into a clean, professional interface. Users don't need to hunt for settings in menus; they simply open your tool as a tab, dock it alongside their Viewport, and interact with your gameplay systems directly within the Unreal Editor environment.

Key Takeaway: Standalone Editor Windows use the FGlobalTabmanager to register unique, dockable tabs that host custom Slate layouts, providing a professional and dedicated interface for your specialized gameplay tools.