quodsoler/unreal-engine-skills3 files

Ue Editor Tools

Use when extending the Unreal Editor with editor tool, editor utility widget, Blutility, detail customization, property customization, editor mode, asset editor, editor subsystem, editor extension, UToolMenus, or scripted asset operations. For Slate fundamentals, see ue-ui-umg-slate. For module build config, see ue-module-build-system.

Specification
Skill ID
quodsoler/unreal-engine-skills/ue-editor-tools
Publisher
quodsoler
Repository
unreal-engine-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

quodsoler/unreal-engine-skills/ue-editor-toolsInstalls these files
  • SKILL.md
  • references/detail-customization-patterns.md
  • references/editor-module-setup.md

What this skill tells the agent

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):

FunctionPurpose
GetSelectedAssets()Currently selected Content Browser assets
GetSelectedAssetsOfClass(UClass*)Filter selection by class
UEditorAssetLibrary::DeleteAsset(Path)Delete asset; RenameAsset for move/rename
GetSelectionSet()Selected level actors
SyncBrowserToFolders(TArray<FString>)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;

Use this skill in a project

Open any RiverX project, search the Skills panel for quodsoler/unreal-engine-skills/ue-editor-tools, and install it in one click.

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