Unreal Engine Hitbox Editor
A custom asset type and viewport for editing hitboxes, built for the indie fighting game Mythic Champions and later ported to the Night Sky Engine framework.

In my free time I work on a cool indie game called Mythic Champions with a really skilled team. It’s a fighting game with RPG elements in a fantasy world.
Custom asset and viewport
We can create a custom asset now!
How is it set up?
We work with two editor modules:
- Runtime module:
FAssetEditorTemplate - Editor module:
FAssetEditorTemplateEditor
What’s the difference between the two?
The runtime module just holds our actual data, some sort of UObject with all the data we want it to hold.
The editor module has a factory for our UObject, and an FSimpleAssetTypeActions. Those FSimpleAssetTypeActions can hold our actual viewport and editor buttons.
When the asset is created and we double-click on it, our custom viewport opens up.
Night Sky Engine
The creator of the Night Sky Engine framework joined our development team, and the core of our game moved to that framework, meaning my plugin would need to be reworked.
This was fairly easy since I had already done all the groundwork. A few team members and I copied over the logic for custom viewports and added a few more tabs.
A few days later, we had a fully functional hitbox editor working in the Night Sky Framework.