/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
$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-editor-tools --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/ue-editor-tools
Context preview
The summary Claude sees to decide when to auto-load this skill.
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
SKILL.md
ue-editor-tools.SKILL.mdname: ue-editor-tools
description: "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."
metadata:
version: 1.0.0
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 | |---|---| | `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())
{Read more
name: ue-editor-tools description: "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." metadata: version: 1.0.0
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 | |---|---| | `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())
{A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.
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Open skill

