Step 3: Create a Blueprint with the Base Custom Configuration
Create a blueprint using the base custom configuration to link with your model objects.
Step 4: Set Up an Initializer to Register Your Models with MetaForge
Create an initializer to register your models:
#pragma once
#include "UInitializer.generated.h"
UCLASS()
class UInitializer : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Data Model")
static void Initialize() {
#if WITH_EDITOR //this is editor specific stuff
FMetaForgeEditorModule* MyModule = FMetaForgeEditorModule::GetModule();
MyModule->RegisterModule<UMyModelObject, UMyModelManager>("MyModel");
#endif
}
};
Step 5: Connect the Config Blueprint to Your Initializer
Use the initializer to connect the configuration blueprint, as shown in the provided screenshot below:
Step 6: Test Your Setup
Since this is a code based plugin, you will need to execute a build from your IDE, and, in general, it is more efficient to run the editor also from your IDE, so that changing C++ classes and objects is a simpler workflow.
After executing a build, run your editor and open the MetaForge panel, available in the Tools menu.
You should be presented with the MetaForge window: