Unreal Engine 5 C++ – Create Custom Editor Tools by Vince Petrelli
Duration:14 hours on-demand video
Actual Duration:14h 6m
Release date:2025, November
Publisher:Udemy
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Unreal Engine 5, C++
Course URL:https://www.udemy.com/course/unrealengine5-c-one-course-solution-for-extending-editor
This course is a practical, no-nonsense guide to extending the Unreal Engine 5 editor using C++. You’ll move beyond gameplay scripting and start building tools that actually change how you work inside the editor. From custom menu entries and Slate widgets to material creation and World Outliner extensions, you’ll learn to automate repetitive tasks and create a more efficient pipeline for yourself and your team.
π― What you’ll learn
- Extend existing editor menus through different modules
- Explore editor scripting libraries like EditorAssetLibrary and EditorUtilityLibrary
- Write Slate code to build custom editor widgets
- 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 the Content Browser Menu Actor Selection Menu, and World Outliner
- Add custom icons as UI elements
β Requirements
- Skills: Experience with C++ in Unreal Engine, or at least one Unreal C++ course completed.
π Description
This course is all about getting your hands dirty with the Unreal Engine 5 editor. You’ll start by exploring the built-in scripting libraries like UEditorAssetLibrary and UEditorUtilityLibrary to handle quick asset actions. From there, you’ll build custom menu entries that let you search and delete unused assets or clean out empty folders right from the Content Browser context menu.
The real meat comes when you dive into Slate. You’ll learn how to create your own editor tab, populate it with widgets like list views, checkboxes, and buttons, and wire them up to perform real tasks. This isn’t just theoryβyou’ll build a functional tool that lists unused assets and lets you delete them with a click.
The second half of the course shifts focus to actors. You’ll use EditorActorSubsystem to implement batch selection, duplication, and transform randomization. Then you’ll combine everything you’ve learned to create a selection lock feature, custom hot keys, and even extend the World Outliner with your own columns and buttons.
By the end, you’ll have a solid understanding of how to create custom editor tools that fit your specific workflow. Whether it’s automating material creation from code or adding your own icons to menu entries, you’ll have the skills to make the editor work for you.
π§βπ Who this course is for
- Learners who want to learn how to extend Unreal’s 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
π§βπ« About the Author
Vince Petrelli is an experienced Unreal Engine developer and educator. He focuses on practical, code-heavy tutorials that help developers get the most out of the engine. His teaching style is direct and hands-on, with a strong emphasis on building real, usable tools rather than just covering abstract concepts. He has a deep understanding of the Unreal Engine’s C++ API and editor architecture, making him well-suited to guide you through the complexities of editor extension.
π Final Result
- A fully functional custom editor plugin that includes custom menu entries, a Slate-based editor tab custom icons, and World Outliner extensions.
- The ability to create materials from code and automate asset cleanup tasks.
- A reusable set of tools and scripts that can be packaged and shared with your team.

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