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Editor development: choose an extension point

Plugin, tools, theme or core: where to start and what to verify.

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Editor development

First decide whether to extend the editor from a project or change its C++ implementation. Most panels, resource audits and commands can start as an EditorPlugin without rebuilding the engine.

TaskStart here
Custom panel and commandEditorPlugin and EditorDock.
Dedicated workspaceMain-screen plugin.
Custom property editorInspector plugin.
Code running while a level is editedTool code.
Consistent colors, icons and sizesTool theming.
Built-in behavior unavailable through the APIEditor architecture, then a separate source build.

Minimal working cycle

  1. Create a separate project for the tool. Do not begin with bulk changes to a working project or the installed Runtime.
  2. Define one operation, such as auditing resources in the selected level. Separate reading from actions that modify files or the Entity tree.
  3. Use public EditorInterface methods and an intended extension point. Searching internal controls by name or button text is not a stable plugin API.
  4. Register elements when the plugin is enabled and remove them when disabled. Check repeated activation without duplicate panels or handlers.
  5. Support undo/redo for level changes. A working button that only reads the tree does not prove correct editing or undo behavior.
  6. Check long text, window size, keyboard focus and the selected theme, then reopen the project.

When C++ is needed

If the public contract is missing, first locate the feature owner in current source and determine a minimal change. Building an editor and installing it over a working engine are separate actions. Use a separate binary for experiments; see engine development.

Do not copy internal filenames and class names from an old guide without checking: the editor structure changes. C# API identifiers must match the installed SDK.

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