anchor.diff:  
   Now you should see our custom editor mode show up in "Modes" panel.
   
  -image::https://github.com/lxjk/lxjk.github.io/raw/master/images/sphericalslicedcone/fig2.png[, 600,align="center"]
  +image::https://github.com/lxjk/lxjk.github.io/raw/master/images/ue4tools/023.png[,457,align="left"]
   
   === Render and Click
   
   With the basic framework ready, we can actually start implementing tool logic. First we make *ExampleTargetPoint* class in game module. This actor holds points data, and is what our tool will be operating on. Again remember to export the class with *TOOLEXAMPLE_API*.
   
  -image::https://github.com/lxjk/lxjk.github.io/raw/master/images/sphericalslicedcone/fig2.png[, 600,align="center"]
  +image::https://github.com/lxjk/lxjk.github.io/raw/master/images/ue4tools/024.png[,222,align="left"]
   
   .ExampleTargetPoint.h
   [source,cpp]
  
positive.code: 
  Now you can see tab tool in our custom menu:
  
  image::https://github.com/lxjk/lxjk.github.io/raw/master/images/sphericalslicedcone/fig2.png[, 600,align="center"]
  
  When you click on it, it will populate a window you can dock anywhere as regular Unreal tab.
  
  image::https://github.com/lxjk/lxjk.github.io/raw/master/images/sphericalslicedcone/fig2.png[, 600,align="center"]
  
  == Customize Details Panel
  
  
negative.code: ----
  The following is the result:
  
  image::https://github.com/lxjk/lxjk.github.io/raw/master/images/ue4tools/027.png[,463,align="left"]
  
  There are other virtual functions from FEdMode that can be very helpful. I'll list some of them here:
  
  