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Unreal Engine 5 C++ – Create Custom Editor Tools by Vince Petrelli

Unreal Engine 5 C++ – Create Custom Editor Tools by Vince Petrelli

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Author: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

Learn to build custom editor tools in Unreal Engine 5 with C++, from menu extensions and Slate widgets to material creation and World Outliner customization.

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.

🎯 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

βœ… Requirements

  • Skills: Experience with C++ in Unreal Engine, or at least one Unreal C++ course completed.

πŸ“ 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 theoryβ€”you’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.

πŸ§‘β€πŸŽ“ 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

πŸ§‘β€πŸ« 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.

🏁 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.
Curriculum

πŸ“‹ Course content

  1. Module 1: Introduction
    • Introduction4:06
    • Some Common Questions You May Have1:26
    • Create A C++ Project2:12
    • How To Get Help?0:31
    • Modules In Unreal6:06
  2. Module 2: Quick Asset Actions
    • Quick Asset Actions Section Overview0:45
    • I can’t see Scripted Asset Action…0:50
    • Asset Action Utility11:52
    • Create A Debug Header5:57
    • Asset Batch Duplication16:58
    • Custom Editor Message14:18
    • Add Prefixes To Assets15:20
    • Coding Challenge: Remove _Inst4:16
    • Share Your Solution0:09
    • Delete Unused Assets From Selection13:57
    • Update your code for fixing up redirectors…0:14
    • Fix Up Redirectors From Code14:53
    • Optional Challenge: Batch Renaming Assets0:26
    • Section Wrap Up1:37
  3. Module 3: Extend Content Browser Menu
    • Extend Content Browser Menu Section Overview0:41
    • Delegates5:25
    • How To Create Custom Menu Entry?3:37
    • Add Custom Delegate9:59
    • Binding Functions14:58
    • Search And Delete Unused Assets22:48
    • Coding Challenge: Fix Up Redirectors From Code8:58
    • Recap On Delete Unused Assets11:45
    • Coding Challenge: Add Another Menu Entry For Deleting Empty Folders4:39
    • Search And Delete Empty Folders15:49
    • Optional Challenge: Deleting Unused Assets And Empty Folders Together0:19
    • Secion Wrap Up1:46
  4. Module 4: Slate Widget
    • Slate Widget Section Overview1:12
    • What is Slate?4:18
    • Smart Pointers9:06
    • Things We Want To Achieve With Slate Widget5:09
    • Spawn A Custom Editor Tab8:02
    • Set Up A Class For Slate Widget6:04
    • Sending Data To Slate Widget7:36
    • Set Up Basic Layout8:40
    • Sending Asset Data To Slate Widget11:00
    • Construct SListView13:18
    • Construct SChecBox16:27
    • Add In More Texts For Row Widget8:38
    • Construct SButton8:38
    • Delete Single Asset When Clicking The Button9:28
    • Refresh SListView7:12
    • Coding Challenge: Constrcut More Buttons14:58
    • Delete All Selected Assets12:23
    • Select And Deselect All Assets In The List11:07
    • Construct SCombo Box17:58
    • Listing Unused Assets13:22
    • Perfecting Listing Unused Assets5:25
    • Coding Challenge: Listing Assets With Same Name3:23
    • Share Your Solution0:09
    • Solution: Listing Assets With Same Name9:03
    • Sync Content Browser To Asset10:34
    • Add In Help Texts10:25
    • Section Wrap Up8:58
  5. Module 5: Custom Editor Icons

    * Custom Editor Icons Section Overview (0:40)

    • Process For Adding Custom Icons4:02
    • The “Static” Keyword6:28
    • Register Custom Icons14:25
    • Apply Icons To Menu Entries7:58
  6. Module 6: Create Material From Code
    • Create Material From Code Section Overview0:53
    • Editor Utility Widget5:25
    • Build An Editor Utility Widget8:22
    • Preparing For Material Creation5:27
    • Process Selected Data14:18
    • Check Is Name Used5:52
    • Create Material Asset From Code6:55
    • Supported Texture Names10:56
    • Create Node For Base Color15:30
    • Create Node For Metalic12:56
    • Coding Challenge: Create More Nodes For Material1:21
    • Share Your Solution0:09
    • Solution: Create More Nodes For Material13:22
    • Create Node For Channel Packed Texture16:25
    • Coding Challenge: Create Material Instance2:38
    • Share Your Solution0:09
    • Solution: Create Material Instance10:59
    • Optional Challenge: Create Material Instance From Master Material0:24
    • Section Wrap Up2:17
  7. Module 7: Quick Actor Actions
    • Quick Actor Actions Section Overview0:49
    • Editor Actor Subsystem6:35
    • Actor Batch Selection15:19
    • Actor Batch Duplication15:52
    • Coding Challenge: Randomize Actor Rotation2:48
    • Share Your Solution0:09
    • Solution: Randomize Actor Rotation17:22
    • Coding Challenge: Randomize Actor Offset/Scale1:52
    • Share Your Solution0:09
    • Solution:Randomize Actor Offset/Scale6:30
    • Optional Challenge: Select/Deselect Actors By Name0:22
    • Section Wrap Up0:57
  8. Module 8: Extend Level Editor Actor Menu
    • Extend Level Editor Actor Menu Section Overview0:52
    • Custom Level Editor Menu Entry16:04
    • Select Object Event7:13
    • Preparing For Selection Lock2:17
    • Implementing Selection Lock16:53
    • Custom Editor Icons For Menu Entries4:26
    • Section Wrap Up1:16
  9. Module 9: Custom Editor Hot Keys
    • Custom Editor Hot Keys Section Overview0:28
    • Preparing For Custom Hot Keys7:23
    • Register Custom Editor Hot Keys8:05
    • Function Binding For Custom Hot Keys10:33
    • Optional Challenge: Displaying Locked Actors In A List0:26
    • Section Wrap Up (149)
  10. Module 10: Extend World Outliner
    • Extend World Outliner Section Overview1:02
    • Preparing For Extending World Outliner10:18
    • Construct SHeaderRow16:02
    • Construct Row Widget3:08
    • FActorTreeItem13:00
    • Refresh Scene Outliner4:51
    • Construct Toggle Button10:55
    • Section Wrap Up2:16
  11. Module 11: Final Steps
    • Extra Safe Guards7:22
    • Package Your Plugin8:22
    • Set Your Packaged Plugin As Default Engine Plugin0:28
    • Where to go from here?1:52
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Unreal Engine 5 C++ – Create Custom Editor Tools by Vince Petrelli
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01. Introduction
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11. Congratulations
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