Focused reference · Unreal Engine 5.8

Blueprint editor utilities

unreal-editor-automation/references/editor-utilities-blueprint.md

Scripted Actions

Create Content Browser > Editor Utilities > Editor Utility Blueprint and choose:

  • AssetActionUtility for selected Content Browser assets;
  • ActorActionUtility for selected Level actors.

Expose a function/custom event with Call in Editor. Restrict Supported Classes so the action appears only for valid targets. Validate dynamic inputs; the editor checks input types, not whether a value is present or sensible.

Editor Utility Widgets

Use an Editor Utility Widget when users need filters, preview, progress, warnings, and explicit apply/cancel controls. Create it under Editor Utilities > Editor Utility Widget and run it as an editor tab.

Recommended flow:

  1. Collect selection/path/filter inputs.
  2. Scan and display the candidate set.
  3. Show planned changes and non-undoable consequences.
  4. Require explicit Apply for mutations.
  5. Provide progress/cancel for long batches.
  6. Validate and display a per-object result table.

Editor Utility Widgets and Editor Scripting Utilities are documented as Beta in 5.8.

Call in Editor and startup objects

Use Call in Editor for functions/events on a placed Actor when the same graph must be usable at runtime or needs level context. An editor-only base class exposes more editor APIs but is not included in packaged applications.

Startup Objects instantiate when a project opens and invoke their startup event. Keep startup work fast, idempotent, and limited to registration/listeners. Do not perform bulk asset mutation at editor startup. The startup-object workflow is Beta in 5.8.

Scriptable Tools

Use a Scriptable Tool for modal viewport editing. Its managed lifecycle, shutdown before save or PIE, deferred autosave, and accept/cancel model are safer for temporary preview actors and direct viewport interaction than a non-modal widget. The system is Beta in 5.8.

Editor-only boundary

Place editor tool code and dependencies in editor-only Blueprints/modules/plugins. Prevent runtime assets from hard-referencing editor utility classes. Test a Shipping cook for accidental editor-only references.