Ingame Tools
Ingame tools can be enabled in the ModManagementUI or by passing the -ingametools commandline flag, and provide some developer tools that can be used at runtime. Mod developers can easily make their own ingame tool panels, too.
Gothic 1 Remake ships with two builtin panels:
- Outliner: Shows all actors currently in the level (built in C++)
- Selected: Actor Properties for the Actor selected in the Outliner
You can easily make your own custom panels by inheriting from UInGameTool:
class UIngameTool_MyCustomToolPanel : UIngameTool{ default Category = "MyCustomTools"; default MenuPath = "MyCustomTools.SomePath"; default Title = "My Custom Tool Panel";
UFUNCTION(BlueprintOverride) void Initialize() { // ... }
UFUNCTION(BlueprintOverride) void DrawImGuiWindow() { ImGui::Text(f"Hello world! {World.TimeSeconds}"); }}Once loaded into the game, you will find it in the top-menu bar.
To access other tools - ie. the Outliner to get the currently selected Actor - you can use:
IngameTool::Get(UIngameTool_Outliner).SelectedActor = ...;3D Drawings and Gizmos
Section titled “3D Drawings and Gizmos”Additionally to the regular ImGui functions, you may also use the functions in
ImGui::Draw3DandImGui::Gizmo
from your ingame tool panels.
