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Unreal Engine Blueprint Automation
Rating: 4.8 out of 5(11 ratings)
77 students

Unreal Engine Blueprint Automation

Create Blueprint Utilities and Unreal Engine tools to speed up and automate your work.
Created byKarol Kowalczyk
Last updated 5/2026
English

What you'll learn

  • How to navigate Blueprint Editor.
  • How automate repetitive tasks with Blueprints.
  • How to use Events and Functions in Editor Scripted Utilities.
  • How to create Unreal Engine tools with custom UI and Blueprint logic.
  • How batch process assets. Fix asset naming convention, apply correct compression settings, cleanup projects and more.
  • How to use Data Tables and a data driven approach to avoid hardcoding data in Blueprints and to make them easy to tweak by anyone.
  • How to add a custom menu entry to UE interface.
  • How to design Editor Utility Widgets with UMG editor.
  • How to create Lights Manager tool.
  • How to use Tick and how it influences performance.
  • How to create Unreal Blueprint tools.

Course content

10 sections37 lectures8h 35m total length
  • Course Overview3:37

Requirements

  • You should be already familiar with Unreal Engine. Having experience with gameplay/editor Blueprints is not necessary but will for sure come handy.

Description

This is a zero to hero Blueprints course for automation and tool creation.


Following well received Unreal Engine 5 Python Automation Course, this course brings automation and tool creation with Blueprints to everyone who wants to start making tools quickly and without any code.


The course begins with introduction to Blueprint editor. While it requires being familiar with Unreal Engine, it's made to suit both beginners and experienced developers.


In first chapters of the course, we will focus on batch operations. We will mass process assets and actors using Scripted Actions.

We will dive both into Asset Action Utilities and Actor Action Utilities.
Those will let you batch rename assets, fix texture compression settings, modify editor properties, remove unused assets, work with metadata tags and more.

It should be enough to make you familiar with this kind of Blueprints.


Then we will take it to the next level and start creating tools with custom UI.

We will explore UMG widget editor, design our own Utility Widgets, create custom list view and then use it in Lights Manager tool.


Tutorials in this course are not just 'do what I do' videos. I've put effort into making sure that you know why I do certain things and even though there may be some simplifications at the beginning, there are separate videos made to fill the gaps. Expect explanations on Tick function performance, what are Interfaces, or when to use Cast node and when to use Is A node instead.


100% of the course content was recorded on Unreal Engine 5.


Who this course is for:

  • Intermediates or Professionals who are familiar with Unreal Engine and would like to automate their workflow.
  • Technical Artists who want to start developing UE tools and need a quick start