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Creating a Custom Tool for Quickly Creating and Editing Map Footprints

Jun 1

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This week, I get to showcase my first-ever fully engine-integrated custom development tool. It's used to quickly create and edit footprints (defined areas of the map) for landmarks, so that all the sections of the procedurally generated map aren't square. The tool has quite a bit of functionality, and is probably a bit overkill for a prototype phase, but I wanted to learn how to integrate tools into UE5 itself (not exactly an intuitive process), as well as get a bit more practice using slate and UMG, along with the C++ bindings for those.




Jun 1

1 min read

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