
Develop a custom editor tool in Unreal Engine 5 C++ to automatically prefix assets by using a class-to-prefix map, selecting assets, and renaming them with the rename asset function.
Bind three functions to create a custom editor menu in unreal engine 5 c++ by wiring a delegate, an F extender with an extension hook, and a menu extension delegate.
Fix up redirectors from code before deleting unused assets to safely clean up projects, using Asset Registry and Asset Tools modules to filter and fix redirectors.
Learn to search for and delete empty folders in Unreal Engine 5 C++ through editor tools, using the editor library to list assets, check directories, confirm deletions, and delete directories.
Create two custom menu entries to delete unused assets and empty folders, using delegates to extend Unreal Engine 5 editor with C++ for building custom editor tools and widgets.
Create an editor slate widget class in the editor module to display assets, deriving from the compound widget and using slate_begin_x and slate_args with a construct function accepting FArguments.
Set up a basic layout for a custom slate widget using vertical and horizontal boxes, and text blocks with slots; adjust font, size, justification, and color.
Explore sending asset data to a slate widget in Unreal Engine 5 C++, building an editor UI with slots and a list view using TSharedPtr of asset data.
Hold a reference to the constructed asset list view, remove the deleted asset from the list source items, and call rebuild list to refresh the SListView.
Learn to delete all selected assets by collecting checked items into a delete array, validating selection, and invoking a module to remove multiple assets, then refresh the asset list.
Create a combo box to filter assets by listing condition. Configure options source, on generate widget, and selection changed, and bind a text block with as assigned new.
Learn to sync the content browser to a clicked asset by wiring a row widget mouse button click to collect data, update the list, and open the asset location.
Expose c++ variables to an editor utility widget and create a blueprint-callable function to build a material from selected textures.
Learn to create materials in unreal engine by validating material names, gathering selected textures and package paths, preventing name conflicts, and wiring nodes and pins to build a usable material.
Retrieve and filter editor selections using the editor utility library, extract textures, validate assets, and derive the material folder and names for Unreal Engine 5 C++, including t_ removal and m_ prefix.
Implement a name check to prevent duplicate material names by listing assets in the folder, extracting base file names, and warning when a match is found.
Connect base color, roughness, normal, and ambient occlusion textures to the correct material sockets using fixed naming or configurable arrays, and expose these texture name arrays in the editor.
Add a scroll box to the editor utility widget, then implement looped texture processing to create material nodes and connect texture samples to the base color socket, including position adjustments.
Create a channel packed texture in Unreal Engine 5 using an enum to switch packing mode, set compression to masks, and map red, green, blue to ambient occlusion, roughness, metallic.
Learn to automate Unreal Engine 5 editor tools by creating materials with/without channel packs, use a boolean to trigger material instance creation via Asset Tools with a my_ naming convention.
Learn to create materials from code and material instances from a master material, and perform asset actions—prefixes, remove unused, duplicate, and delete empty folders via an advanced deletion tab.
Learn to build a custom editor tool in Unreal Engine 5 C++ that randomizes actor scale and offset with min/max values and boolean toggles for one-click variation.
Learn to implement selection lock in unreal engine 5 c++ by adding and removing a lock tag on actors, utilizing the editor actor subsystem, and providing user feedback.
Wraps up the section by showing how to add custom menu entries in the level editor with code and hints at editor hotkeys for selections in the next section.
Learn how to create and register custom editor hotkeys in Unreal Engine 5 via a UI commands class, including info text, function binding, and merging with existing hotkeys.
Learn to set up and register custom editor hot keys in Unreal Engine 5 C++, using UI command macros and key bindings to trigger lock and unlock actions.
Register custom editor UI commands and hotkeys in Unreal Engine 5 C++, trigger a selection log, and manage resources with a static function, setting up future editor enhancements.
Construct the header row by building a custom header column, set fixed width, center alignment, tooltip, and image brush, then register the column in the scene aligner module.
Learn everything that you need to know for extending Unreal's editor and create custom menu entries, slate widgets, extend world outliner, register custom icons and much more for boosting your efficiency that your project and your team needs.
In the first part of the course, we’ll focus on the actions to assets and we’ll begin with exploring the existing scripting libraries like UEditorAssetLibrary and UEditirUtilityLibrary in Unreal to help us to achieve some basic quick asset actions.
Then we'll look at how to add in our custom menu entries to help us search and delete unused assets and delete empty folders when we right mouse button click a folder. With the ability like this, we'll then dive into slate and create different slate widgets in a custom editor tab that we registered. We'll also cover how to use EditorUtilityWidgets and create our own algorithms to help us quickly create materials from code.
In the second part of the course, we’re going to use the combination of EditorUtilityWidgets and EditorActorSubsystem to help us achieve actor batch selection, actor batch duplication, and randomize actor transform. Then we’ll use the skills and knowledge we learned to create actor selection lock through extending level editor actor menu, custom editor hot keys and extending world outliner.
After this course, you will be able to create any custom editor tools that you or your team needs for better efficiency when working inside of Unreal.