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Unreal Engine 5 C++- Create Custom Editor Tools

  • Development
  • Apr 30, 2025
SynopsisUnreal Engine 5 C++: Create Custom Editor Tools, available at...
Unreal Engine 5 C++- Create Custom Editor Tools  No.1

Unreal Engine 5 C++: Create Custom Editor Tools, available at $94.99, has an average rating of 4.71, with 119 lectures, based on 310 reviews, and has 3164 subscribers.

You will learn about Extend the existing editor menus through different modules Explore the existing editor scripting libraries like EditorAssetLibrary and EditorUtilityLibrary Write slate code to build slate widgets for custom editor functionalities Create a custom editor tab for displaying slate widgets Create materials and connect pins through code Create custom editor hot keys to trigger custom functions Extend Content Browser Menu Extend Actor Selection Menu Extend World Outliner Add custom icons as UI elements This course is ideal for individuals who are Learners who want to learn how to extend Unreals editor or Learners who want to learn how to write slate code and create slate widgets in Unreal or Learners who want to have a deeper understanding of Unreal Engine or Learners who want to know how to create custom menu entries and register custom editor icons It is particularly useful for Learners who want to learn how to extend Unreals editor or Learners who want to learn how to write slate code and create slate widgets in Unreal or Learners who want to have a deeper understanding of Unreal Engine or Learners who want to know how to create custom menu entries and register custom editor icons.

Enroll now: Unreal Engine 5 C++: Create Custom Editor Tools

Summary

Title: Unreal Engine 5 C++: Create Custom Editor Tools

Price: $94.99

Average Rating: 4.71

Number of Lectures: 119

Number of Published Lectures: 119

Number of Curriculum Items: 119

Number of Published Curriculum Objects: 119

Original Price: $79.99

Quality Status: approved

Status: Live

What You Will Learn

  • Extend the existing editor menus through different modules
  • Explore the existing editor scripting libraries like EditorAssetLibrary and EditorUtilityLibrary
  • Write slate code to build slate widgets for custom editor functionalities
  • Create a custom editor tab for displaying slate widgets
  • Create materials and connect pins through code
  • Create custom editor hot keys to trigger custom functions
  • Extend Content Browser Menu
  • Extend Actor Selection Menu
  • Extend World Outliner
  • Add custom icons as UI elements
  • Who Should Attend

  • Learners who want to learn how to extend Unreals editor
  • Learners who want to learn how to write slate code and create slate widgets in Unreal
  • Learners who want to have a deeper understanding of Unreal Engine
  • Learners who want to know how to create custom menu entries and register custom editor icons
  • Target Audiences

  • Learners who want to learn how to extend Unreals editor
  • Learners who want to learn how to write slate code and create slate widgets in Unreal
  • Learners who want to have a deeper understanding of Unreal Engine
  • Learners who want to know how to create custom menu entries and register custom editor icons
  • 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.

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Introduction

    Lecture 2: Some Common Questions You May Have

    Lecture 3: Create A C++ Project

    Lecture 4: How To Get Help?

    Lecture 5: Modules In Unreal

    Chapter 2: Quick Asset Actions

    Lecture 1: Quick Asset Actions Section Overview

    Lecture 2: I cant see Scripted Asset Action

    Lecture 3: Asset Action Utility

    Lecture 4: Create A Debug Header

    Lecture 5: Asset Batch Duplication

    Lecture 6: Custom Editor Message

    Lecture 7: Add Prefixes To Assets

    Lecture 8: Coding Challenge: Remove _Inst

    Lecture 9: Share Your Solution

    Lecture 10: Delete Unused Assets From Selection

    Lecture 11: Update your code for fixing up redirectors

    Lecture 12: Fix Up Redirectors From Code

    Lecture 13: Optional Challenge: Batch Renaming Assets

    Lecture 14: Section Wrap Up

    Chapter 3: Extend Content Browser Menu

    Lecture 1: Extend Content Browser Menu Section Overview

    Lecture 2: Delegates

    Lecture 3: How To Create Custom Menu Entry?

    Lecture 4: Add Custom Delegate

    Lecture 5: Binding Functions

    Lecture 6: Search And Delete Unused Assets

    Lecture 7: Coding Challenge: Fix Up Redirectors From Code

    Lecture 8: Recap On Delete Unused Assets

    Lecture 9: Coding Challenge: Add Another Menu Entry For Deleting Empty Folders

    Lecture 10: Search And Delete Empty Folders

    Lecture 11: Optional Challenge: Deleting Unused Assets And Empty Folders Together

    Lecture 12: Secion Wrap Up

    Chapter 4: Slate Widget

    Lecture 1: Slate Widget Section Overview

    Lecture 2: What is Slate?

    Lecture 3: Smart Pointers

    Lecture 4: Things We Want To Achieve With Slate Widget

    Lecture 5: Spawn A Custom Editor Tab

    Lecture 6: Set Up A Class For Slate Widget

    Lecture 7: Sending Data To Slate Widget

    Lecture 8: Set Up Basic Layout

    Lecture 9: Sending Asset Data To Slate Widget

    Lecture 10: Construct SListView

    Lecture 11: Construct SChecBox

    Lecture 12: Add In More Texts For Row Widget

    Lecture 13: Construct SButton

    Lecture 14: Delete Single Asset When Clicking The Button

    Lecture 15: Refresh SListView

    Lecture 16: Coding Challenge: Constrcut More Buttons

    Lecture 17: Delete All Selected Assets

    Lecture 18: Select And Deselect All Assets In The List

    Lecture 19: Construct SCombo Box

    Lecture 20: Listing Unused Assets

    Lecture 21: Perfecting Listing Unused Assets

    Lecture 22: Coding Challenge: Listing Assets With Same Name

    Lecture 23: Share Your Solution

    Lecture 24: Solution: Listing Assets With Same Name

    Lecture 25: Sync Content Browser To Asset

    Lecture 26: Add In Help Texts

    Lecture 27: Section Wrap Up

    Chapter 5: Custom Editor Icons

    Lecture 1: Custom Editor Icons Section Overview

    Lecture 2: Process For Adding Custom Icons

    Lecture 3: The Static Keyword

    Lecture 4: Register Custom Icons

    Lecture 5: Apply Icons To Menu Entries

    Chapter 6: Create Material From Code

    Lecture 1: Create Material From Code Section Overview

    Lecture 2: Editor Utility Widget

    Lecture 3: Build An Editor Utility Widget

    Lecture 4: Preparing For Material Creation

    Lecture 5: Process Selected Data

    Lecture 6: Check Is Name Used

    Lecture 7: Create Material Asset From Code

    Lecture 8: Supported Texture Names

    Lecture 9: Create Node For Base Color

    Lecture 10: Create Node For Metalic

    Lecture 11: Coding Challenge: Create More Nodes For Material

    Lecture 12: Share Your Solution

    Lecture 13: Solution: Create More Nodes For Material

    Lecture 14: Create Node For Channel Packed Texture

    Lecture 15: Coding Challenge: Create Material Instance

    Lecture 16: Share Your Solution

    Lecture 17: Solution: Create Material Instance

    Lecture 18: Optional Challenge: Create Material Instance From Master Material

    Lecture 19: Section Wrap Up

    Chapter 7: Quick Actor Actions

    Lecture 1: Quick Actor Actions Section Overview

    Lecture 2: Editor Actor Subsystem

    Lecture 3: Actor Batch Selection

    Lecture 4: Actor Batch Duplication

    Lecture 5: Coding Challenge: Randomize Actor Rotation

    Lecture 6: Share Your Solution

    Lecture 7: Solution: Randomize Actor Rotation

    Lecture 8: Coding Challenge: Randomize Actor Offset/Scale

    Lecture 9: Share Your Solution

    Lecture 10: Solution:Randomize Actor Offset/Scale

    Lecture 11: Optional Challenge: Select/Deselect Actors By Name

    Instructors

  • Unreal Engine 5 C++- Create Custom Editor Tools  No.2
    Vince Petrelli
    Programmer/3D Artist
  • Rating Distribution

  • 1 stars: 3 votes
  • 2 stars: 1 votes
  • 3 stars: 8 votes
  • 4 stars: 71 votes
  • 5 stars: 227 votes
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