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Unreal Engine Blueprint Automation by Karol Kowalczyk

Unreal Engine Blueprint Automation by Karol Kowalczyk

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Author:Karol Kowalczyk

Duration:8.5 hours on-demand video

Release date:2025, August

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unreal Engine

Course URL:https://www.udemy.com/course/unreal-engine-blueprint-automation

Automate repetitive tasks and build custom tools in Unreal Engine using Blueprints, no coding required.

Want to ditch repetitive tasks in Unreal Engine? This course is your ticket to building custom tools and automating your workflow using Blueprints, no complex coding needed. You’ll learn to create powerful Editor Scripting Utilities and custom UI that streamline everything from asset management to project cleanup.

🎯 What you’ll learn

  • Navigate the Blueprint Editor like a pro.
  • Automate tedious tasks with Blueprints.
  • Utilize Events and Functions in Editor Scripted Utilities.
  • Build Unreal Engine tools with custom UI and Blueprint logic.
  • Batch process assets: fix naming, apply compression, clean projects, and more.
  • Leverage Data Tables for a data-driven approach, making your tools easy to update.
  • Add custom menu entries to the UE interface.
  • Design Editor Utility Widgets using UMG.
  • Create a practical Lights Manager tool.
  • Understand Tick performance implications.
  • Develop custom Unreal Blueprint tools.

✅ Requirements

  • Skills: Familiarity with Unreal Engine is expected. Prior experience with gameplay or editor Blueprints isn’t strictly necessary but will definitely help.
  • Tools: Unreal Engine (version 5 recommended).
  • Hardware: A standard development PC capable of running Unreal Engine 5.

📝 Description

This course is designed to take you from zero to hero in Blueprint automation and tool creation within Unreal Engine. Building on the success of the Python Automation Course, this one opens up powerful automation and tool-building capabilities to everyone who wants to work faster without writing traditional code.

We kick things off by diving into the Blueprint Editor, making sure you’re comfortable with its interface. While you should already know your way around Unreal Engine, this course is structured to benefit both newcomers and seasoned developers.

The initial modules focus heavily on batch operations. You’ll learn to process assets and actors in bulk using Scripted Actions, covering both Asset Action Utilities and Actor Action Utilities. This means you’ll be able to batch rename assets, fix texture compression settings, tweak editor properties, remove unused assets, and work with metadata tags – all essential skills for efficient project management.

Then, we ramp things up by creating tools with custom user interfaces. You’ll explore the UMG widget editor, design your own Utility Widgets, build custom list views, and integrate them into a practical tool like the Lights Manager.

These tutorials aren’t just about following along; they’re about understanding the ‘why’ behind each step. We’ll cover important topics like the performance impact of the Tick function, the concept of Interfaces, and when to use a Cast node versus an Is A node.

Every single lesson was recorded using Unreal Engine 5, ensuring you’re learning with the latest tools and workflows.

🧑‍🎓 Who this course is for

  • Intermediate or Professional developers who are already familiar with Unreal Engine and want to significantly speed up their workflow through automation.
  • Technical Artists looking for a fast track into developing custom UE tools and automating their pipelines.

🧑‍🏫 About the Author

Karol Kowalczyk is a Senior Pipeline Engineer and Technical Artist with extensive experience programming tools for AAA game development pipelines. He’s also recognized for his TechArtCorner YouTube tutorials. Karol has spoken and co-authored content for major industry events like SIGGRAPH, Promised Land art Festival, and the Game Industry Conference. He’s a prolific creator of tutorials on both programming and 3D graphics for YouTube. Though self-taught in many areas, he also holds a formal education in Computer Science. Karol believes in the rewarding nature of programming and aims to help others achieve similar success in the field.

🏁 Final Result

By the end of this course, you’ll have a solid understanding of how to build custom tools and automate repetitive tasks within Unreal Engine using Blueprints. You’ll be able to create your own Editor Utilities and Widgets to streamline your workflow, manage assets efficiently, and contribute to a more productive development environment, ready to showcase in your portfolio.

Curriculum

📋 Course content

  1. Course Overview
    • Course Overview3:37
    • Required Plugins0:53
    • Asset vs Actor. Mind the difference0:34
    • Scripted Actions (Utilities) vs Editor Utility Widgets2:59
  2. Your First Blueprint Tools
    • Hello World15:15
  3. Batch Asset Operations
    • Fix Asset Naming Convention – Simple Batch Rename21:06
    • Fix Asset Naming Convention – Data Driven Approach16:49
    • Batch Fix Texture Compression Settings26:10
    • Remove Unused Assets12:08
    • Remove Unused Assets – Making it better with Metadata Tags21:28
    • Create Material Instance From Selected Textures1:00:43
    • Assign Material To Selected Asset – Using User Input8:00
  4. Batch Actor Operations
    • Random Actor Rotation11:44
    • Set Material On Selected Actors6:40
    • Undo Redo11:58
  5. Widget Utilities
    • Our First Widget Utility: Rotate Selected Actors23:59
    • Set Material Widget – working with Single Property View11:26
    • Modifying properties of selected Asset – how to use Details View20:29
    • Detect selected Asset change. What is Tick and how to avoid it.25:14
  6. Lights Manager Tool
    • Lights Manager – Intro2:30
    • List View17:29
    • List View – Remove Button (optional tutorial)4:36
    • List View – Add Button (optional tutorial)3:28
    • Lights Manager based on List View36:53
  7. Extending Editor Menus
    • Introduction to Extending Editor Menus7:45
    • Editor Utility Tool Menu Entry11:59
    • Editor Utility Widget Menu Entry17:17
    • Menu Entry Icon9:17
  8. Advanced Blueprint Concepts
    • What is an Interface?25:25
    • When to use Cast node and when to use IsA(soft)6:06
  9. Asset Validation
    • Why you need Asset Validation3:21
    • Square Texture Validator15:05
    • Power of Two Texture Validator10:42
    • Number of Triangles Validator9:47
    • Asset Naming Convention (Prefix) Validator21:40
  10. Creating a Plugin
    • Creating an Unreal Engine Plugin10:54
    • Zipped Project0:05
Watch online or Download for Free
Unreal Engine Blueprint Automation by Karol Kowalczyk
NAME
SIZEDURATION
1 – Intro
80.3 MB
7 – Interfaces Casting To Classes Diving Into Technical Details
233.8 MB


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