
Explore scripted actions to automate tasks, implement validators for project integrity, and extend the Onion Engine editor using blueprints, with a hands-on project setup from a blank template.
Apply scripted actions with actor and asset action libraries, using callable functions like get selected actors, print text, and change actor locations via vector offsets in Unreal Engine.
Create a blueprint system to randomize rotation of selected actors by looping and applying random float in range up to 360 degrees; add random scale offsets with caching for consistency.
Learn to create distance to camera functions using actor locations and level viewport info, display results with format text and in editor messages, and organize scripted actions and actor management.
Learn to implement transactions in Unreal Engine to capture changes, enable undo, and restore actor rotations with begin transaction, transact object, and finished transaction patterns.
Learn to use the asset action library to inspect asset data, get selected assets, print details, and manage blueprint and widget assets with scripted actions.
Explore removing unused nodes and variables in unreal engine blueprints using scripted actions. See how to add multiple functions, remove graphs by name, compile blueprints, and reparent blueprints.
Explore naming conventions for Unreal Engine actor actions by applying prefixes, suffixes, and replacements, using get selected actors, set actor label, and string utilities to automate bulk renaming.
Extend Unreal Engine asset workflows by building textures and static mesh libraries using asset action utilities and Dataprep, applying UI changes, resizing textures, and managing texture compression.
Learn how to populate a mesh actions library in Unreal Engine using Dataprep to batch apply materials, adjust collision, substitute meshes, and control LODs.
Create and apply a naming conventions system in Unreal Engine by building asset action libraries, a data table, and a naming schema with prefixes for blueprint, widget, material, and textures.
Create and deploy data validators to automatically validate assets and dependencies in Unreal Engine, using editor utility blueprints and editor validator base to enforce naming and asset rules.
Learn to use public api requests in a user utility widget by combining editor utility widgets with http get calls to fetch random images and cat facts.
Explore the user toolbox plugin as a standard library to create a custom library with tabs, icons, and dataset types, and use tools like merge and flip normals.
Create your first C++ class in Unreal Engine, build a blueprint function library named extend editor library, and implement a notification tool that opens a URL in the editor.
Explore extending Unreal Engine with blueprints, C++, and scripts by building a blueprint library function that counts nodes in a blueprint graph using editor utilities.
Learn to get the total number of nodes by integrating blueprint and C++ with an exception that skips specific functions, using fname and graph schema keys to produce accurate counts.
Extend the editor by implementing blueprint-callable functions in a blueprint editor library to set blueprint descriptions and deprecate items. Add hidden and height categories to blueprints to streamline class settings.
Learn to dynamically change class settings in blueprints by creating a header struct to expose options, configure deprecate, generate const/abstract, and control construction scripts and categories.
Explore dynamic changes in variables by accessing and modifying test actor variables, enabling save game serialization, and using blueprint editor utilities to set and deprecate variables.
Learn to set variables in bulk in Unreal Engine by creating enums and property flags, then build a blueprint tool using editor utilities to update used and unused variables.
Learn to implement a descriptions checker function in Unreal Engine blueprints and C++, validating function descriptions, detecting nodes without descriptions, and reporting findings via metadata tooltips.
Develop a function library to detect and report loose, unconnected blueprint nodes in Unreal Engine projects, iterating graphs and pins to verify connections and display results.
Demonstrate a blueprint callable tool that checks every function for return nodes in Unreal Engine, scanning libraries, interfaces, and graphs to report missing returns.
Develop an actor component to perform runtime validation in C++, exposing validation actors and a data validation result, and validate assets at runtime and in the editor.
Learn how to create and integrate custom editor buttons in unreal engine using c++ plugins, including adding toolbar buttons, editing ui extensions, and restarting the editor to see changes.
Extend your knowledge with official Unreal Engine 5.5 documentation, exploring editor utilities, UI programming, Python scripting, custom assets and buttons, visualizers, patrol AI, blueprint validation, and Slate and UMG widgets.
This comprehensive 5+ hour course is designed to transform how you interact with Unreal Engine, providing you with the skills to build custom tools and optimize your development pipeline.
Whether you're a developer looking to take your editor skills to the next level or a professional aiming to create efficient workflows, this course is packed with practical examples, detailed explanations, and advanced techniques to unlock your full potential.
Content:
Scripted Actions for Actors: Learn to create custom behaviors and automate actor workflows within the editor.
Scripted Actions for Assets: Discover how to implement actions that streamline asset management and enhance productivity.
Data Validators: Build tools to ensure data consistency and enforce project standards directly in the editor.
Public API & Utility Widgets: Explore Unreal Engine's public API to develop advanced utility widgets and interactive tools.
Toolbox Integration: Leverage the editor's toolbox to add custom features and extend its functionality.
Using Dataprep: Understand how to use Dataprep for automating data processing and asset preparation.
Creating Custom Classes in C++: Creating a custom classess that will allow use hidden functionalities within blueprint graph and automated bulk-editing process across many blueprints.
Extending the Editor with Custom Buttons: Design and implement custom toolbar buttons to simplify workflows and add unique functionalities.