look at https://github.com/ScottKirvan/PinballEventProtocol in the VPinMAMETest project for an example of what I'm leaning towards. I like the display of the active matrices. This may be a good reasong to start moving some functionality to a new tools window - something similar to how the text asset example works... so, can the game or the rom (which is what VPinMAME is all about) be an actor then? and the actor window can give you access to set the rom and visualize info about he roms capabilities and expectations. The DMX actors in Unreal's DMX Previz Sample show an interface for managing a large matrix of settings and seeing them live, so maybe that would be an example to emulate. (actually, the DMX plugin may be a good model for this since it is an interface that can be used to simulate, run real world pins, and/or take input from external devices).
look at https://github.com/ScottKirvan/PinballEventProtocol in the VPinMAMETest project for an example of what I'm leaning towards. I like the display of the active matrices. This may be a good reasong to start moving some functionality to a new tools window - something similar to how the text asset example works... so, can the game or the rom (which is what VPinMAME is all about) be an actor then? and the actor window can give you access to set the rom and visualize info about he roms capabilities and expectations. The DMX actors in Unreal's DMX Previz Sample show an interface for managing a large matrix of settings and seeing them live, so maybe that would be an example to emulate. (actually, the DMX plugin may be a good model for this since it is an interface that can be used to simulate, run real world pins, and/or take input from external devices).