install
source · Clone the upstream repo
git clone https://github.com/ComeOnOliver/skillshub
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/quodsoler/unreal-engine-skills/ue-editor-tools" ~/.claude/skills/comeonoliver-skillshub-ue-editor-tools && rm -rf "$T"
manifest:
skills/quodsoler/unreal-engine-skills/ue-editor-tools/SKILL.mdsource content
UE Editor Tools
You are an expert in extending the Unreal Editor with custom tools and workflows.
Context
Read
.agents/ue-project-context.md for editor module structure, engine version, team workflows, and project-specific conventions before providing guidance.
Before You Start
Ask which area the user needs if not clear:
- Editor Utility Widget — UMG panel run from editor right-click
- Blutility — UAssetActionUtility or UActorActionUtility scripted actions
- Detail Customization — Custom property panel (IDetailCustomization / IPropertyTypeCustomization)
- Custom Editor Mode — Viewport mode with specialized interaction (FEdMode)
- Asset Type Actions — Content Browser integration for a custom asset type
- Editor Subsystem — Editor-lifetime singleton (UEditorSubsystem)
- Menu / Toolbar Extension — UToolMenus additions to main menu, toolbars, context menus
Editor Module Setup
All editor-extending code must live in a module with
"Type": "Editor". Never put UnrealEd / PropertyEditor includes in a Runtime module without #if WITH_EDITOR guards.
{ "Name": "MyGameEditor", "Type": "Editor", "LoadingPhase": "PostEngineInit" }
// MyGameEditor.Build.cs — key dependencies PrivateDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "UnrealEd", "Slate", "SlateCore", "EditorStyle", "PropertyEditor", // IDetailCustomization, IPropertyTypeCustomization "EditorSubsystem", // UEditorSubsystem "Blutility", // UEditorUtilityWidget, UAssetActionUtility "ToolMenus", // UToolMenus "AssetTools", // FAssetTypeActions_Base "MyGame" });
Module skeleton — every registration in
StartupModule must be mirrored in ShutdownModule:
IMPLEMENT_MODULE(FMyGameEditorModule, MyGameEditor) void FMyGameEditorModule::StartupModule() { FPropertyEditorModule& PropMod = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor"); PropMod.RegisterCustomClassLayout( UMyDataAsset::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic( &FMyDataAssetCustomization::MakeInstance)); PropMod.NotifyCustomizationModuleChanged(); UToolMenus::RegisterStartupCallback( FSimpleMulticastDelegate::FDelegate::CreateRaw( this, &FMyGameEditorModule::RegisterMenus)); } void FMyGameEditorModule::ShutdownModule() { if (FModuleManager::Get().IsModuleLoaded("PropertyEditor")) { FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor") .UnregisterCustomClassLayout(UMyDataAsset::StaticClass()->GetFName()); } UToolMenus::UnRegisterStartupCallback(this); if (UToolMenus* TM = UToolMenus::TryGet()) { TM->UnregisterOwner(this); } }
Full boilerplate with asset type actions, editor modes, and factory:
references/editor-module-setup.md
Editor Utility Widgets
UEditorUtilityWidget (from EditorUtilityWidget.h) extends UUserWidget for editor-only UMG panels. Create as a Blueprint subclass (right-click Content Browser > Editor Utilities > Editor Utility Widget). Run: right-click the widget asset > Run Editor Utility Widget. Or subclass in C++:
#pragma once #include "EditorUtilityWidget.h" #include "MyEditorUtilityWidget.generated.h" UCLASS() class MYGAMEEDITOR_API UMyEditorUtilityWidget : public UEditorUtilityWidget { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category = "My Tools") void BatchRenameSelectedAssets(const FString& Prefix); }; // .cpp void UMyEditorUtilityWidget::BatchRenameSelectedAssets(const FString& Prefix) { for (UObject* Asset : UEditorUtilityLibrary::GetSelectedAssets()) { if (Asset) { const FString Src = Asset->GetOutermost()->GetName(); // e.g. /Game/Folder/OldName UEditorAssetLibrary::RenameAsset(Src, FPaths::GetPath(Src) / Prefix + TEXT("_") + Asset->GetName()); } } }
Key
UEditorUtilityLibrary functions (from EditorUtilityLibrary.h):
| Function | Purpose |
|---|---|
| Currently selected Content Browser assets |
| Filter selection by class |
| Delete asset; for move/rename |
| Selected level actors |
| Sync content browser view |
Content browser filters: Use
FARFilter with IAssetRegistry::GetAssets for programmatic asset queries by class, path, or tags.
Open a widget programmatically:
GEditor->GetEditorSubsystem<UEditorUtilitySubsystem>() ->SpawnAndRegisterTab(LoadObject<UEditorUtilityWidgetBlueprint>( nullptr, TEXT("/Game/EditorWidgets/BP_MyTool")));
Blutility: Scripted Actions
UAssetActionUtility — Asset Right-Click Actions
Any
UFUNCTION(CallInEditor) on a UAssetActionUtility subclass appears in the Content Browser context menu. Set SupportedClasses in Class Defaults to filter by asset type.
#pragma once #include "AssetActionUtility.h" // Engine/Source/Editor/Blutility/Classes/AssetActionUtility.h #include "MyAssetActionUtility.generated.h" UCLASS() class MYGAMEEDITOR_API UMyAssetActionUtility : public UAssetActionUtility { GENERATED_BODY() public: UFUNCTION(CallInEditor, Category = "My Tools") void SetTextureCompressionToUI() { for (UObject* Asset : UEditorUtilityLibrary::GetSelectedAssets()) { if (UTexture2D* Tex = Cast<UTexture2D>(Asset)) { Tex->CompressionSettings = TC_EditorIcon; Tex->MarkPackageDirty(); Tex->PostEditChange(); } } } };
UActorActionUtility — Actor Right-Click Actions
Same pattern for level actors. Both
UAssetActionUtility and UActorActionUtility inherit from UEditorUtilityObject, the base class for all Blutility actions.
Detail Customizations
Class Customization — IDetailCustomization
class FMyDataAssetCustomization : public IDetailCustomization { public: static TSharedRef<IDetailCustomization> MakeInstance(); virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override; // Override the TSharedPtr overload too — store WeakBuilder for async ForceRefreshDetails virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder) override; private: TWeakPtr<IDetailLayoutBuilder> WeakBuilder; }; // In CustomizeDetails: EditCategory, AddProperty, AddCustomRow, HideCategory // Register: PropMod.RegisterCustomClassLayout(UMyClass::StaticClass()->GetFName(), ...MakeInstance) // Unregister in ShutdownModule: PropMod.UnregisterCustomClassLayout(...)
Struct Customization — IPropertyTypeCustomization
class FMyStructCustomization : public IPropertyTypeCustomization { public: static TSharedRef<IPropertyTypeCustomization> MakeInstance(); virtual void CustomizeHeader(TSharedRef<IPropertyHandle> Handle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& Utils) override; virtual void CustomizeChildren(TSharedRef<IPropertyHandle> Handle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& Utils) override; }; // Register: PropMod.RegisterCustomPropertyTypeLayout(FMyStruct::StaticStruct()->GetFName(), ...MakeInstance)
Full implementations, Slate row patterns, IPropertyHandle read/write, NameContent/ValueContent:
references/detail-customization-patterns.md
Custom Editor Modes
FEdMode (from EdMode.h) provides specialized viewport interaction. Register globally; only one active per viewport at a time.
// MyEditorMode.h class FMyEditorMode : public FEdMode { public: static const FEditorModeID EM_MyMode; FMyEditorMode(); virtual void Enter() override; virtual void Exit() override; virtual bool HandleClick(FEditorViewportClient*, HHitProxy*, const FViewportClick&) override; virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 X, int32 Y) override; // Use View->DeprojectFVector2D (FSceneView) for world-space ray from pixel coords virtual void Render(const FSceneView*, FViewport*, FPrimitiveDrawInterface*) override; virtual bool UsesToolkits() const override { return true; } }; // MyEditorMode.cpp const FEditorModeID FMyEditorMode::EM_MyMode = TEXT("EM_MyEditorMode"); FMyEditorMode::FMyEditorMode() { Info = FEditorModeInfo(EM_MyMode, FText::FromString("My Editor Mode"), FSlateIcon(), /*bVisible=*/true); } void FMyEditorMode::Enter() { FEdMode::Enter(); if (!Toolkit.IsValid()) { Toolkit = MakeShareable(new FMyEditorModeToolkit); Toolkit->Init(Owner->GetToolkitHost()); } } void FMyEditorMode::Exit() { if (Toolkit.IsValid()) FToolkitManager::Get().CloseToolkit(Toolkit.ToSharedRef()); FEdMode::Exit(); } void FMyEditorMode::Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) { FEdMode::Render(View, Viewport, PDI); DrawWireSphere(PDI, FVector::ZeroVector, FLinearColor::Green, 50.f, 16, SDPG_World); }
Register/unregister in module lifecycle:
// StartupModule FEditorModeRegistry::Get().RegisterMode<FMyEditorMode>( FMyEditorMode::EM_MyMode, FText::FromString("My Mode"), FSlateIcon(), true); // ShutdownModule FEditorModeRegistry::Get().UnregisterMode(FMyEditorMode::EM_MyMode);
Asset Type Actions
FAssetTypeActions_Base (from AssetTypeActions_Base.h) controls Content Browser appearance and context menu for custom asset types.
class FMyAssetTypeActions : public FAssetTypeActions_Base { public: virtual FText GetName() const override { return FText::FromString("My Asset"); } virtual FColor GetTypeColor() const override { return FColor(200, 100, 50); } virtual UClass* GetSupportedClass() const override { return UMyAsset::StaticClass(); } virtual uint32 GetCategories() override { return EAssetTypeCategories::Misc; } virtual void OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor) override { for (UObject* Obj : InObjects) if (UMyAsset* Asset = Cast<UMyAsset>(Obj)) MakeShareable(new FMyAssetEditor)->InitMyEditor( EToolkitMode::Standalone, EditWithinLevelEditor, Asset); } };
Register in
StartupModule, keep reference, unregister in ShutdownModule.
FAssetEditorToolkit — Tab-Based Asset Editor Window
class FMyAssetEditor : public FAssetEditorToolkit { public: void InitMyEditor(EToolkitMode::Type Mode, TSharedPtr<IToolkitHost> Host, UMyAsset* Asset); virtual FName GetToolkitFName() const override { return "MyAssetEditor"; } virtual FText GetBaseToolkitName() const override { return INVTEXT("My Asset Editor"); } virtual void RegisterTabSpawners(const TSharedRef<FTabManager>& TabMgr) override; virtual void UnregisterTabSpawners(const TSharedRef<FTabManager>& TabMgr) override; }; // Call InitAssetEditor() inside InitMyEditor to set up the tab layout via FTabManager::NewLayout
Query open editors programmatically via
IAssetEditorInstance:
IAssetEditorInstance* Editor = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>() ->FindEditorForAsset(MyAsset, /*bFocusIfOpen=*/false); if (Editor) Editor->FocusWindow(MyAsset); // CloseWindow(EAssetEditorCloseReason::AssetEditorHostClosed) — no-arg form deprecated 5.3
Asset Factories
UFactory subclasses allow the Content Browser's "Add" menu to create new custom assets:
UCLASS() class UMyDataFactory : public UFactory { GENERATED_BODY() public: UMyDataFactory() { SupportedClass = UMyDataAsset::StaticClass(); bCreateNew = true; // appears in "Add" menu bEditAfterNew = true; // opens editor after creation } virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override { return NewObject<UMyDataAsset>(InParent, InClass, InName, Flags); } };
Custom Thumbnails
UCLASS() class UMyThumbnailRenderer : public UThumbnailRenderer { GENERATED_BODY() virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* Target, FCanvas* Canvas, bool bAdditionalViewFamily) override; }; // Register in module startup: UThumbnailManager::Get().RegisterCustomRenderer(UMyDataAsset::StaticClass(), UMyThumbnailRenderer::StaticClass());
Editor Subsystems
UEditorSubsystem (from EditorSubsystem.h) — editor-lifetime singletons, auto-discovered (no registration needed). Access via GEditor->GetEditorSubsystem<T>().
UCLASS() class MYGAMEEDITOR_API UMyEditorSubsystem : public UEditorSubsystem { GENERATED_BODY() public: virtual void Initialize(FSubsystemCollectionBase& Collection) override { Super::Initialize(Collection); FEditorDelegates::PostUndoRedo.AddUObject(this, &UMyEditorSubsystem::OnPostUndoRedo); } virtual void Deinitialize() override { FEditorDelegates::PostUndoRedo.RemoveAll(this); Super::Deinitialize(); } };
Built-in subsystems:
| Subsystem | Purpose |
|---|---|
| Select, spawn, delete level actors |
| Load, save, duplicate assets |
| Open, save, manage levels |
| Spawn editor utility widget tabs |
Menu and Toolbar Extensions (UToolMenus)
UToolMenus (UE5+) replaces
FExtender. Register inside the startup callback so Slate is ready:
void FMyGameEditorModule::RegisterMenus() { FToolMenuOwnerScoped OwnerScoped(this); // Main menu UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("LevelEditor.MainMenu.Window"); Menu->FindOrAddSection("MyGame").AddMenuEntry("OpenMyPanel", FText::FromString("My Panel"), FText::GetEmpty(), FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Settings"), FUIAction(FExecuteAction::CreateLambda([]() { GEditor->GetEditorSubsystem<UEditorUtilitySubsystem>() ->SpawnAndRegisterTab(/* WidgetBP */nullptr); }))); // Toolbar button UToolMenu* TB = UToolMenus::Get()->ExtendMenu( "LevelEditor.LevelEditorToolBar.PlayToolBar"); TB->FindOrAddSection("MyTools").AddEntry( FToolMenuEntry::InitToolBarButton("MyBtn", FUIAction(FExecuteAction::CreateLambda([]() {})), FText::FromString("My Tool"), FText::GetEmpty(), FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Toolbar.Settings"))); }
Always unregister:
UToolMenus::UnRegisterStartupCallback(this) + TryGet()->UnregisterOwner(this).
Command Registration — TCommands Pattern
class FMyCommands : public TCommands<FMyCommands> { public: FMyCommands() : TCommands("MyEditor", INVTEXT("My Editor"), NAME_None, FAppStyle::GetAppStyleSetName()) {} virtual void RegisterCommands() override; TSharedPtr<FUICommandInfo> OpenPanel; }; void FMyCommands::RegisterCommands() { UI_COMMAND(OpenPanel, "My Panel", "Opens the panel", EUserInterfaceActionType::Button, FInputChord()); } // In StartupModule: FMyCommands::Register(); bind via CommandList->MapAction(...) // In ShutdownModule: FMyCommands::Unregister();
Data Validation
// UEditorValidatorBase — auto-discovered by Editor > Tools > Validate Assets UCLASS() class UMyValidator : public UEditorValidatorBase { GENERATED_BODY() virtual bool CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InObject, FDataValidationContext& InContext) const override { return InObject && InObject->IsA<UMyDataAsset>(); } virtual EDataValidationResult ValidateLoadedAsset_Implementation( const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) override; }; // Also runnable via commandlet: UnrealEditor-Cmd -run=DataValidation
Common Mistakes
| Mistake | Fix |
|---|---|
| Editor headers in Runtime modules | Move to Editor module; use for runtime-side editor hooks |
No in | Always pair register/unregister; crashes Live Coding reload |
| Raw pointer capture in Slate lambdas | Capture as ; pin before use |
for editor extension module | Use for modules registering menus or customizations |
referenced from Runtime | Editor-only; will not exist in packaged builds |
on every value change | Use only when layout structure changes; use handles/attributes for values |
without | Crashes on plugin reload |
Related Skills
- ue-ui-umg-slate — Slate widget fundamentals (SNew, TAttribute, FReply, SBox, SHorizontalBox)
- ue-module-build-system — Editor module
, LoadingPhase,.Build.cs
guardsWITH_EDITOR - ue-data-assets-tables — Custom UDataAsset types that need asset editors and type actions
- ue-cpp-foundations — UPROPERTY, UFUNCTION, UObject reflection system