Agent skill

Ue Editor Tools

by quodsoler in quodsoler/unreal-engine-skills

A skill your agent uses when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems.

MITAuto-check passedGame Development

Install Ue Editor Tools

skills CLI
$ npx skills add quodsoler/unreal-engine-skills --skill ue-editor-tools -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install quodsoler/unreal-engine-skills ue-editor-tools --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-editor-tools .claude/skills/ue-editor-tools && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ue-editor-tools
GitHub stars
360
Token cost
~8.1k tokens
SKILL.md length
1,890 words
Files
3 (incl. references)
Skills in repo
31
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems.

  • Extending the Unreal Editor from C++ with detail customizations
  • SKILL.md covers Context, Editor Module Setup, Detail Customizations and Editor Utility Widgets and…, plus 10 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Editor utility widgets

What it does

Ue Editor Tools is an agent skill from quodsoler/unreal-engine-skills. Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Also use when the user mentions 'IDetailCustomization', 'IPropertyTypeCustomization', 'CustomizeDetails', 'RegisterCustomClassLayout', 'IDetailLayoutBuilder', 'AddCustomRow', 'IPropertyHandle', 'UToolMenus', 'ExtendMenu', 'FToolMenuEntry', 'UEditorUtilityWidget', 'Blutility', 'UAssetActionUtility', 'UEditorSubsystem', 'UEdMode', 'UAssetDefinition'…

Its SKILL.md is about 8.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/detail-customization-patterns.md` and `references/editor-module-setup.md`).

It sits in Game Development, covering Game development. It works with C++. The repository describes itself as: Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent… The licence is MIT.

When your agent uses it

  • Extending the Unreal Editor from C++ with detail customizations
  • Editor utility widgets
  • Asset definitions
  • Editor subsystems

Example prompts

  • “IDetailCustomization”
  • “IPropertyTypeCustomization”
  • “CustomizeDetails”
  • “/ue-editor-tools”

What it can do on your machine

Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp, json and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Ue Editor Tools loads about 8.1k tokens when it runs, and up to ~20k if it reads all its reference files. Until then it costs about 168 tokens; SKILL.md has 1,890 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~168
When it runs · the whole SKILL.md, loaded when a task matches
~8.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~20k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 1,890 words, ~8,072 tokens.

Download SKILL.mdSave it as .claude/skills/ue-editor-tools/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
ue-editor-tools
description
Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Also use when the user mentions 'IDetailCustomization', 'IPropertyTypeCustomization', 'CustomizeDetails', 'RegisterCustomClassLayout', 'IDetailLayoutBuilder', 'AddCustomRow', 'IPropertyHandle', 'UToolMenus', 'ExtendMenu', 'FToolMenuEntry', 'UEditorUtilityWidget', 'Blutility', 'UAssetActionUtility', 'UEditorSubsystem', 'UEdMode', 'UAssetDefinition', 'UFactory', 'FScopedTransaction', or 'editor module'. For Slate fundamentals, see ue-ui-umg-slate; for Build.cs wiring, see ue-module-build-system.
metadata.version
2.0.0
metadata.engine
5.8

UE Editor Tools

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Editor extensions live in a module with "Type": "Editor" and depend on UnrealEd, Slate, SlateCore, PropertyEditor (detail panels), ToolMenus (menus and toolbars), EditorSubsystem (UEditorSubsystem), Blutility (editor utility widgets and scripted actions), AssetTools and AssetDefinition (Content Browser asset types). None of these may be referenced unconditionally from a Runtime module (engine runtime modules add them only under if (Target.bBuildEditor) plus #if WITH_EDITOR, e.g. AIModule.Build.cs:31-34).

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Creating the editor module, Build.cs, registration lifecycleEditor Module Setup
Custom property panel for a class or structDetail Customizations
UMG panel run inside the editor, right-click asset/actor actionsEditor Utility Widgets and Scripted Actions
Main menu, toolbar, context-menu entries, commandsMenus and Toolbars
Editor-lifetime singleton, GEditor->GetEditorSubsystem<T>()Editor Subsystems
Undo/redo, marking objects dirty, reacting to editor eventsTransactions and Editor Delegates
Viewport mode with custom interaction or toolsEditor Modes
Content Browser type colour, category, factory, thumbnailAsset Types Factories and Thumbnails
Tabbed asset editor windowAsset Editor Toolkits
Validating assets on save or in CIData Validation

Editor Module Setup

.uproject (or .uplugin) module entry — Default is enough for detail customizations and UToolMenus::RegisterStartupCallback menus (CommonUIEditor registers its detail customizations at Default); use PostEngineInit when StartupModule itself needs GEditor or other engine-initialised state:

json
{ "Name": "MyGameEditor", "Type": "Editor", "LoadingPhase": "PostEngineInit" }
csharp
// MyGameEditor.Build.cs
PrivateDependencyModuleNames.AddRange(new string[] {
    "Core", "CoreUObject", "Engine", "UnrealEd",
    "Slate", "SlateCore", "InputCore",
    "PropertyEditor",   // IDetailCustomization, IPropertyTypeCustomization
    "EditorSubsystem",  // UEditorSubsystem
    "Blutility",        // UEditorUtilityWidget, UAssetActionUtility
    "UMG", "UMGEditor",  // EditorUtilityWidget(Blueprint).h include UMG headers; Blutility links them privately
    "ToolMenus",        // UToolMenus
    "AssetTools",       // IAssetTools
    "AssetDefinition",  // UAssetDefinition
    "MyGame"            // your runtime module
});

Declare the module class, define both lifecycle functions, then place IMPLEMENT_MODULE last:

cpp
// MyGameEditor.h
#pragma once
#include "Modules/ModuleManager.h"

class FMyGameEditorModule : public IModuleInterface
{
public:
    virtual void StartupModule() override;
    virtual void ShutdownModule() override;

private:
    void RegisterMenus();
    static void OpenMyPanel();
};

// MyGameEditorModule.cpp — includes MyDataAsset.h, MyRange.h, the two customization
// headers, PropertyEditorModule.h and ToolMenus.h
void FMyGameEditorModule::StartupModule()
{
    FPropertyEditorModule& PropertyModule =
        FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");

    PropertyModule.RegisterCustomClassLayout(
        UMyDataAsset::StaticClass()->GetFName(),
        FOnGetDetailCustomizationInstance::CreateStatic(&FMyDataAssetCustomization::MakeInstance),
        FRegisterCustomClassLayoutParams());

    PropertyModule.RegisterCustomPropertyTypeLayout(
        FMyRange::StaticStruct()->GetFName(),
        FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMyRangeCustomization::MakeInstance));

    PropertyModule.NotifyCustomizationModuleChanged();

    UToolMenus::RegisterStartupCallback(
        FSimpleMulticastDelegate::FDelegate::CreateRaw(this, &FMyGameEditorModule::RegisterMenus));
}

void FMyGameEditorModule::ShutdownModule()
{
    UToolMenus::UnRegisterStartupCallback(this);
    UToolMenus::UnregisterOwner(this);

    if (FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
    {
        FPropertyEditorModule& PropertyModule =
            FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
        PropertyModule.UnregisterCustomClassLayout(UMyDataAsset::StaticClass()->GetFName());
        PropertyModule.UnregisterCustomPropertyTypeLayout(FMyRange::StaticStruct()->GetFName());
        PropertyModule.NotifyCustomizationModuleChanged();
    }
}

IMPLEMENT_MODULE(FMyGameEditorModule, MyGameEditor)

RegisterMenus and OpenMyPanel are defined under Menus and Toolbars. FRegisterCustomClassLayoutParams carries TOptional<int32> OptionalOrder; set it when two modules customize the same class and the order matters, otherwise pass a default-constructed struct.

Directory layout, WITH_EDITOR guards, factories, thumbnails, toolkits and the full mode boilerplate: editor-module-setup.md.

Detail Customizations

IDetailCustomization replaces the whole details panel layout for a UClass. IPropertyTypeCustomization replaces the row for a USTRUCT or instanced object property. Both are registered from StartupModule as shown above.

cpp
// MyDataAssetCustomization.h
#pragma once
#include "IDetailCustomization.h"
#include "Templates/SharedPointer.h"

class FMyDataAssetCustomization : public IDetailCustomization
{
public:
    static TSharedRef<IDetailCustomization> MakeInstance();

    virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
    virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder) override;

private:
    TWeakPtr<IDetailLayoutBuilder> WeakBuilder;
};

// MyDataAssetCustomization.cpp
void FMyDataAssetCustomization::CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder)
{
    WeakBuilder = DetailBuilder;   // store it before calling ForceRefreshDetails() later
    CustomizeDetails(*DetailBuilder);
}

The single-argument override does the layout work: EditCategory, GetProperty, AddProperty, AddCustomRow, HideProperty, GetObjectsBeingCustomized — full bodies in the reference below.

The USTRUCT counterpart, FMyRangeCustomization : public IPropertyTypeCustomization, overrides CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) and CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils).

Key interfaces (all in Engine/Source/Editor/PropertyEditor/Public):

TypeHeaderWhat you call
IDetailLayoutBuilderDetailLayoutBuilder.hEditCategory, HideCategory, GetProperty, HideProperty, AddPropertyToCategory, GetObjectsBeingCustomized, GetSelectedObjects, ForceRefreshDetails, RegisterInstancedCustomPropertyTypeLayout
IDetailCategoryBuilderDetailCategoryBuilder.hAddProperty, AddCustomRow, AddCustomBuilder, AddGroup, AddExternalObjects, SetSortOrder, InitiallyCollapsed (IDetailChildrenBuilder in IDetailChildrenBuilder.h offers the same five adders, plus AddExternalStructure, inside CustomizeChildren)
FDetailWidgetRowDetailWidgetRow.hNameContent(), ValueContent(), WholeRowContent(), ExtensionContent(), FilterString, Visibility, IsEnabled
IPropertyHandlePropertyHandle.hGetValue/SetValue overloads, GetNumChildren, GetChildHandle, SetOnPropertyValueChanged, SetOnChildPropertyValueChanged, CreatePropertyNameWidget, CreatePropertyValueWidget, EnumerateRawData, NotifyPreChange, NotifyPostChange
IDetailPropertyRowIDetailPropertyRow.hDisplayName, ToolTip, EditCondition, IsEnabled, Visibility, GetDefaultWidgets, CustomWidget
PropertyCustomizationHelpersPropertyCustomizationHelpers.hMakeAddButton, MakeRemoveButton, MakeClearButton, MakeBrowseButton, MakeUseSelectedButton, MakePropertyComboBox, SObjectPropertyEntryBox, SClassPropertyEntryBox

GetValue/SetValue return FPropertyAccess::Result (Success, Fail, MultipleValues). NotifyPostChange takes EPropertyChangeType::Type, e.g. EPropertyChangeType::ValueSet. ECategoryPriority::Type sorts top-down: Variable, Transform, Important, TypeSpecific, Default, Uncommon.

Full row patterns, CustomizeHeader/CustomizeChildren bodies, SObjectPropertyEntryBox, per-object value enumeration and fonts: detail-customization-patterns.md.

Editor Utility Widgets and Scripted Actions

UEditorUtilityWidget (EditorUtilityWidget.h, module Blutility) is a UUserWidget that runs in the editor. Subclass in C++ to expose helper functions, then build the visuals in a Blueprint child.

cpp
// MyEditorUtilityWidget.h
#pragma once
#include "EditorUtilityWidget.h"
#include "MyEditorUtilityWidget.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyEditorUtilityWidget : public UEditorUtilityWidget
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintCallable, Category = "My Tools")
    void PrefixSelectedAssets(const FString& Prefix);
};

// MyEditorUtilityWidget.cpp
void UMyEditorUtilityWidget::PrefixSelectedAssets(const FString& Prefix)
{
    UEditorAssetSubsystem* AssetSubsystem = GEditor->GetEditorSubsystem<UEditorAssetSubsystem>();
    for (UObject* Asset : UEditorUtilityLibrary::GetSelectedAssets())
    {
        const FString Source = Asset->GetOutermost()->GetName();
        AssetSubsystem->RenameAsset(
            Source, FPaths::GetPath(Source) / (Prefix + TEXT("_") + Asset->GetName()));
    }
}

UEditorUtilityLibrary (EditorUtilityLibrary.h, Blutility) also provides GetSelectedAssetData(), GetSelectedAssetsOfClass(UClass*), GetSelectionSet() (level actors) and SyncBrowserToFolders(const TArray<FString>&).

Open a widget Blueprint from code through UEditorUtilitySubsystem (EditorUtilitySubsystem.h):

UEditorUtilitySubsystem callEffect
SpawnAndRegisterTab(UEditorUtilityWidgetBlueprint*)Registers the tab and opens it; returns the UEditorUtilityWidget*
SpawnAndRegisterTabAndGetID(UEditorUtilityWidgetBlueprint*, FName& OutTabID) / SpawnAndRegisterTabWithId(UEditorUtilityWidgetBlueprint*, FName InTabID)Same, writing back or supplying the tab id
RegisterTabAndGetID(UEditorUtilityWidgetBlueprint*, FName& OutTabID)Registers the spawner without opening the tab
TryRun(UObject* Asset)Runs a UEditorUtilityObject-derived asset (invokes its Run)

Scripted actions: any UFUNCTION(CallInEditor) on a UAssetActionUtility subclass appears in the Content Browser context menu; UActorActionUtility does the same for level actors. Both derive from UEditorUtilityObject. Filter with the SupportedClasses array (TArray<TSoftClassPtr<UObject>>, editable in Class Defaults); read it back with GetSupportedClasses().

cpp
// MyAssetActionUtility.h
#pragma once
#include "AssetActionUtility.h"
#include "MyAssetActionUtility.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyAssetActionUtility : public UAssetActionUtility
{
    GENERATED_BODY()

public:
    UFUNCTION(CallInEditor, Category = "My Tools")
    void SetTextureCompressionToUI();
};

// MyAssetActionUtility.cpp
void UMyAssetActionUtility::SetTextureCompressionToUI()
{
    for (UObject* Asset : UEditorUtilityLibrary::GetSelectedAssets())
    {
        if (UTexture2D* Texture = Cast<UTexture2D>(Asset))
        {
            Texture->CompressionSettings = TC_EditorIcon;
            Texture->MarkPackageDirty();
            Texture->PostEditChange();
        }
    }
}

The editor builds these menus without loading the utility asset, from asset-registry tags wrapped by FAssetActionUtilityPrototype (EditorUtilityAssetPrototype.h). Keep the filter in SupportedClasses on the CDO rather than computing it at run time.

Menus and Toolbars

UToolMenus (module ToolMenus) owns every editor menu and toolbar. Register from the startup callback so Slate and the menus you extend exist.

cpp
// MyGameEditorModule.cpp (continued) — ToolMenuSection.h, ToolMenuEntry.h,
// Styling/AppStyle.h, EditorUtilitySubsystem.h, EditorUtilityWidgetBlueprint.h
void FMyGameEditorModule::OpenMyPanel()
{
    if (UEditorUtilityWidgetBlueprint* WidgetBP = LoadObject<UEditorUtilityWidgetBlueprint>(
            nullptr, TEXT("/Game/EditorWidgets/BP_MyTool.BP_MyTool")))
    {
        GEditor->GetEditorSubsystem<UEditorUtilitySubsystem>()->SpawnAndRegisterTab(WidgetBP);
    }
}

void FMyGameEditorModule::RegisterMenus()
{
    FToolMenuOwnerScoped OwnerScoped(this);
    UToolMenu* WindowMenu = UToolMenus::Get()->ExtendMenu("LevelEditor.MainMenu.Window");
    FToolMenuSection& Section = WindowMenu->FindOrAddSection("MyGame");
    Section.Label = FText::FromString("My Game");
    Section.AddMenuEntry(
        "OpenMyPanel",
        FText::FromString("My Panel"),
        FText::FromString("Open the My Game tool panel"),
        FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Settings"),
        FUIAction(FExecuteAction::CreateStatic(&FMyGameEditorModule::OpenMyPanel)));

    UToolMenu* PlayToolBar =
        UToolMenus::Get()->ExtendMenu("LevelEditor.LevelEditorToolBar.PlayToolBar");
    PlayToolBar->FindOrAddSection("MyTools").AddEntry(
        FToolMenuEntry::InitToolBarButton(
            "MyToolButton",
            FUIAction(FExecuteAction::CreateStatic(&FMyGameEditorModule::OpenMyPanel)),
            FText::FromString("My Tool"),
            FText::FromString("Run the My Game tool"),
            FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Toolbar.Settings")));
}
CallUse
UToolMenus::Get() / UToolMenus::TryGet()Singleton; TryGet does not force the module to load
RegisterMenu(FName Name, FName Parent = NAME_None, EMultiBoxType Type = EMultiBoxType::Menu, bool bWarnIfAlreadyRegistered = true)Declare a menu you own
ExtendMenu(FName)Add to a menu someone else owns; queues an extension if it is not registered yet
FindMenu(FName)Look up a registered menu; nullptr if absent
UToolMenu::FindOrAddSection(FName) / AddSection(FName, Label, FToolMenuInsert)Get or create a section
FToolMenuSection::AddMenuEntry(FName, Label, ToolTip, FSlateIcon, FToolUIActionChoice, EUserInterfaceActionType, FName TutorialHighlight, TOptional<FText> InputBindingOverride)Menu item
FToolMenuSection::AddSubMenu / AddSeparator / AddEntrySub-menus, separators, prebuilt entries
FToolMenuEntry::InitToolBarButton / InitComboButton / InitWidget / InitMenuEntryBuild entries to pass to AddEntry
UToolMenus::RegisterStartupCallback(const FSimpleMulticastDelegate::FDelegate&)Defer registration until menus exist
UToolMenus::UnRegisterStartupCallback(this) + UToolMenus::UnregisterOwner(this)Mandatory in ShutdownModule

FToolMenuOwnerScoped tags everything created in its scope with the owner so UnregisterOwner removes it all. Useful menu names: LevelEditor.MainMenu.Window, LevelEditor.MainMenu.Tools, LevelEditor.LevelEditorToolBar.PlayToolBar, LevelEditor.LevelEditorToolBar.User, LevelEditor.ActorContextMenu, ContentBrowser.AssetContextMenu. Icons are FSlateIcon(FAppStyle::GetAppStyleSetName(), "StyleName").

Keyboard chords and reusable commands use TCommands with UI_COMMAND; see editor-module-setup.md.

Editor Subsystems

UEditorSubsystem (module EditorSubsystem, header EditorSubsystem.h) is auto-instantiated once the owning module is loaded — there is no registration call. Reach it with GEditor->GetEditorSubsystem<T>().

cpp
// MyEditorSubsystem.h
#pragma once
#include "EditorSubsystem.h"
#include "MyEditorSubsystem.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyEditorSubsystem : public UEditorSubsystem
{
    GENERATED_BODY()

public:
    virtual void Initialize(FSubsystemCollectionBase& Collection) override;
    virtual void Deinitialize() override;

private:
    void OnMapOpened(const FString& Filename, bool bAsTemplate);
};

// MyEditorSubsystem.cpp
void UMyEditorSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
    Super::Initialize(Collection);
    FEditorDelegates::OnMapOpened.AddUObject(this, &UMyEditorSubsystem::OnMapOpened);
}

void UMyEditorSubsystem::Deinitialize()
{
    FEditorDelegates::OnMapOpened.RemoveAll(this);
    Super::Deinitialize();
}

void UMyEditorSubsystem::OnMapOpened(const FString& Filename, bool bAsTemplate)
{
    UE_LOG(LogMyGame, Display, TEXT("Opened map %s"), *Filename);
}

UEditorSubsystem derives from UDynamicSubsystem; Initialize(FSubsystemCollectionBase&), Deinitialize() and ShouldCreateSubsystem(UObject* Outer) const come from USubsystem, so always chain to Super::. Engine editor subsystems worth calling before writing your own:

SubsystemModuleUse
UEditorActorSubsystemUnrealEdGetAllLevelActors, GetSelectedLevelActors, SetSelectedLevelActors, SpawnActorFromClass, DestroyActor
UEditorAssetSubsystemUnrealEdLoadAsset, RenameAsset, DuplicateAsset, DeleteAsset, SaveLoadedAsset, ListAssets
UAssetEditorSubsystemUnrealEdOpenEditorForAsset, FindEditorForAsset, CloseAllEditorsForAsset, GetEditorModeInfoOrderedByPriority
UEditorUtilitySubsystemBlutilitySpawnAndRegisterTab, RegisterTabAndGetID, TryRun
ULevelEditorSubsystemLevelEditorLevel open/save/new operations

The canonical subsystem type table (game instance, world, local player, engine, editor) lives in ue-cpp-foundations.

Transactions and Editor Delegates

Every editor mutation of a UObject must be wrapped in a transaction and preceded by Modify(), or undo restores stale data:

cpp
#include "ScopedTransaction.h"
#include "Subsystems/EditorActorSubsystem.h"

void UMyEditorSubsystem::OffsetSelection(const FVector& Delta)
{
    const FScopedTransaction Transaction(
        NSLOCTEXT("MyGameEditor", "OffsetSelection", "Offset Selection"));
    UEditorActorSubsystem* ActorSubsystem = GEditor->GetEditorSubsystem<UEditorActorSubsystem>();
    for (AActor* Actor : ActorSubsystem->GetSelectedLevelActors())
    {
        Actor->Modify();
        Actor->SetActorLocation(Actor->GetActorLocation() + Delta);
    }
}

FScopedTransaction (ScopedTransaction.h, UnrealEd) also offers Cancel() and IsOutstanding(). After a direct property write on an asset call MarkPackageDirty() and PostEditChange().

DelegateSignature
FEditorDelegates::PostUndoRedoFSimpleMulticastDelegate
FEditorDelegates::OnMapOpened(const FString& Filename, bool bAsTemplate)
FEditorDelegates::PreBeginPIE / PostPIEStarted / EndPIE(const bool bIsSimulating)
FEditorDelegates::OnAssetPostImport(UFactory*, UObject*)
FEditorDelegates::OnNewActorsPlaced(UObject*, const TArray<AActor*>&)
FEditorDelegates::OnPackageDeleted / OnAssetsPreDelete(UPackage*) / (const TArray<UObject*>&)
FCoreUObjectDelegates::OnObjectPropertyChanged / OnPreObjectPropertyChanged(UObject*, FPropertyChangedEvent&) / (UObject*, const FEditPropertyChain&)
FCoreUObjectDelegates::OnObjectModified(UObject*)

Editor Modes

UEdMode (Tools/UEdMode.h, UnrealEd) is the mode base class. Every UEdMode subclass is discovered automatically by UAssetEditorSubsystem::RegisterEditorModes once all module loading phases complete — fill Info in the constructor and do not call a registry.

cpp
// MyEditorMode.h
#pragma once
#include "Tools/UEdMode.h"
#include "MyEditorMode.generated.h"

UCLASS()
class MYGAMEEDITOR_API UMyEditorMode : public UEdMode
{
    GENERATED_BODY()

public:
    static const FEditorModeID EM_MyEditorMode;
    UMyEditorMode();

    virtual void Enter() override;
    virtual void Exit() override;
    virtual void ModeTick(float DeltaTime) override;
    virtual void CreateToolkit() override;
    virtual bool UsesToolkits() const override;
};
  • Set Info = FEditorModeInfo(EM_MyEditorMode, DisplayName, FSlateIcon(...), /*InVisibility=*/true) in the constructor; Info is a protected UEdMode member. Enter() and Exit() must call Super::.
  • Interactive tools: from Enter(), call RegisterTool(TSharedPtr<FUICommandInfo> UICommand, FString ToolIdentifier, UInteractiveToolBuilder* Builder, EToolsContextScope ToolScope = EToolsContextScope::Default). GetInteractiveToolsContext(EToolsContextScope) returns the UEditorInteractiveToolsContext; the mode's own context object is a UEdModeInteractiveToolsContext.
  • Viewport input (MouseMove, InputKey, HandleClick, InputDelta, Tick) comes from implementing ILegacyEdModeViewportInterface (Tools/LegacyEdModeInterfaces.h). Render and DrawHUD come from ILegacyEdModeWidgetInterface; UBaseLegacyWidgetEdMode implements both and forwards to an FLegacyEdModeWidgetHelper returned by your CreateWidgetHelper().
  • Activate with GLevelEditorModeTools().ActivateMode(UMyEditorMode::EM_MyEditorMode); query with IsModeActive / GetActiveScriptableMode; leave with DeactivateMode.
  • FEdMode (EdMode.h) is the legacy shared-pointer mode; it derives from FLegacyEdModeWidgetHelper and is registered through FEditorModeRegistry::Get().RegisterMode<T>(...) / UnregisterMode(...). Write new modes as UEdMode.

Full mode implementation with a toolkit: editor-module-setup.md.

Show full SKILL.md (709 more words)Show less

Asset Types Factories and Thumbnails

UAssetDefinition (module AssetDefinition, header AssetDefinition.h) is the Content Browser integration point in 5.8. Derive from UAssetDefinitionDefault (AssetDefinitionDefault.h, UnrealEd) so OpenAssets already opens a generic FSimpleAssetEditor (AssetDefinitionDefault.cpp:16-25). Definitions are discovered from their CDOs — no registration call.

Override FText GetAssetDisplayName() const, FLinearColor GetAssetColor() const, TSoftClassPtr<UObject> GetAssetClass() const and TConstArrayView<FAssetCategoryPath> GetAssetCategories() const; override EAssetCommandResult OpenAssets(const FAssetOpenArgs& OpenArgs) const only when the default toolkit routing is not what you want.

EAssetCategoryPaths supplies Basic, Animation, Audio, Blueprint, Cinematics, Data, Foliage, FX, Gameplay, AI and more; nest with FAssetCategoryPath(EAssetCategoryPaths::Gameplay, INVTEXT("My Game")). Context-menu entries for the type are added through UToolMenus extensions of ContentBrowser.AssetContextMenu, not through the definition class.

FAssetTypeActions_Base (AssetTypeActions_Base.h, module AssetTools) with IAssetTools::RegisterAssetTypeActions / UnregisterAssetTypeActions still compiles, but IAssetTypeActions members are being deprecated in favour of the definition system. Use UAssetDefinition for new types.

  • Factory: a UFactory subclass in the editor module sets SupportedClass, bCreateNew, bEditAfterNew in its constructor and overrides FactoryCreateNew(UClass*, UObject*, FName, EObjectFlags, UObject*, FFeedbackContext*). It is auto-discovered; no registration.
  • Thumbnail: subclass UThumbnailRenderer, override Draw(UObject*, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas*, bool bAdditionalViewFamily), then UThumbnailManager::Get().RegisterCustomRenderer(UMyDataAsset::StaticClass(), UMyThumbnailRenderer::StaticClass()) in StartupModule and UnregisterCustomRenderer(...) in ShutdownModule.
  • Queries: build an FARFilter (AssetRegistry/ARFilter.h) with ClassPaths, PackagePaths, bRecursiveClasses, bRecursivePaths and pass it to IAssetRegistry::GetAssets(const FARFilter&, TArray<FAssetData>&, bool bSkipARFilteredAssets = true).

Full definition, factory and thumbnail implementations: editor-module-setup.md.

Asset Editor Toolkits

FAssetEditorToolkit (Toolkits/AssetEditorToolkit.h) hosts a tabbed editor window. GetToolkitFName, GetBaseToolkitName and GetWorldCentricTabPrefix are pure virtual; your init function builds a layout with FTabManager::NewLayout and calls InitAssetEditor(Mode, InitToolkitHost, AppIdentifier, StandaloneDefaultLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, ObjectToEdit).

Find or focus an open editor with IAssetEditorInstance* Instance = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->FindEditorForAsset(Asset, /*bFocusIfOpen=*/false); then Instance->FocusWindow(Asset) or Instance->CloseWindow(EAssetEditorCloseReason::AssetEditorHostClosed).

Data Validation

UEditorValidatorBase ships in the DataValidation plugin (enabled by default; module DataValidation, LoadingPhase: PreDefault). Validators are discovered from their CDOs; override CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InObject, FDataValidationContext& InContext) const and ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context). Run headless with UnrealEditor-Cmd <Project>.uproject -run=DataValidation.

Deprecated — do not use

Do not emitUse in 5.8Source
FEditorStyle::Get(), FEditorStyle::GetBrush/GetFontStyleFAppStyle::Get(), FAppStyle::GetBrush/GetFontStyleUE_DEPRECATED(5.1) in Editor/EditorStyle/Public/EditorStyleSet.h
IPropertyHandle::CreatePropertyNameWidget(Name, ToolTip, bDisplayResetToDefault, ...)CreatePropertyNameWidget(NameOverride, ToolTipOverride)UE_DEPRECATED(5.0) in PropertyEditor/Public/PropertyHandle.h:641
UAssetActionUtility::GetSupportedClass() / UActorActionUtility::GetSupportedClass()SupportedClasses array + GetSupportedClasses()UE_DEPRECATED(5.2) in Blutility/Classes/AssetActionUtility.h:69, ActorActionUtility.h:24
IAssetEditorInstance::CloseWindow() (no arguments)CloseWindow(EAssetEditorCloseReason)UE_DEPRECATED(5.3) in UnrealEd/Public/Subsystems/AssetEditorSubsystem.h:62
FAssetEditorToolkit::OnRequestClose() (no arguments)OnRequestClose(EAssetEditorCloseReason)UE_DEPRECATED(5.3) in UnrealEd/Public/Toolkits/AssetEditorToolkit.h:435
UEditorValidatorBase::CanValidateAsset_Implementation(UObject*), ValidateLoadedAsset_Implementation(UObject*, TArray<FText>&)overloads taking (const FAssetData&, UObject*, FDataValidationContext&)UE_DEPRECATED("5.4") in DataValidation/Public/EditorValidatorBase.h:125,130
IDetailLayoutBuilder::GetDetailsView()GetDetailsViewSharedPtr()UE_DEPRECATED(5.5) in PropertyEditor/Public/DetailLayoutBuilder.h:63,74
IDetailTreeNode::GetNodeDetailsView()GetNodeDetailsViewSharedPtr()UE_DEPRECATED(5.5) in PropertyEditor/Public/IDetailTreeNode.h:128
IAssetTypeActions::GetThumbnailOverlayUAssetDefinition + GetThumbnailActionOverlayUE_DEPRECATED(5.5) in Developer/AssetTools/Public/IAssetTypeActions.h:122
FEditorModeRegistry::GetModeInfo iteration helpers, OnRegisteredModesChangedUAssetEditorSubsystem::GetEditorModeInfoOrderedByPriority, FindEditorModeInfo, OnEditorModesChangedUE_DEPRECATED(4.26) in UnrealEd/Public/EditorModeRegistry.h:98,104,141
UEdModeInteractiveToolsContext::UsesDragTools() / OnRegisterViewportInteractions()UsesViewportInteractions() / OnBuildViewportInteractions() (experimental)UE_DEPRECATED(5.8) in UnrealEd/Public/Tools/EdModeInteractiveToolsContext.h:427,441
FEditorModeTools::GetOverrideCursorVisibility(bool&, bool&, bool) (by-value bSoftwareCursorVisible)GetCursorVisibilityOverride(bool&, bool&, bool&)UE_DEPRECATED(5.8) in UnrealEd/Public/EditorModeManager.h:321

Common Mistakes

Editor headers in a Runtime module: UnrealEd, PropertyEditor, Blutility and ToolMenus are editor-only and are not linked into packaged builds, so a Runtime module that depends on them unconditionally fails to package (UBT throws BuildException, UnrealEd.Build.cs:12-14). Put the code in MyGameEditor; use #if WITH_EDITOR only for runtime-class hooks such as PostEditChangeProperty.

IMPLEMENT_MODULE before the class exists: the macro must follow the FMyGameEditorModule declaration and both function definitions — put it at the end of the .cpp.

Register without unregister: every RegisterCustomClassLayout, RegisterCustomPropertyTypeLayout, RegisterCustomRenderer and RegisterStartupCallback needs its pair in ShutdownModule, guarded by FModuleManager::Get().IsModuleLoaded(...). Missing pairs crash on Live Coding reload.

Editing a UObject without a transaction: always FScopedTransaction plus Object->Modify() before the write.

Calling FEditorModeRegistry::RegisterMode for a UEdMode: UEdMode subclasses are auto-registered from their CDOs; the registry is only for FEdMode.

Raw this captured in a Slate lambda: capture TWeakPtr/TWeakObjectPtr and pin before use — detail-panel widgets outlive the customization object.

ForceRefreshDetails() on every value change: it destroys and rebuilds the layout. Call it only when the row structure changes; drive values with TAttribute and _Lambda bindings.

Touching GEditor in StartupModule at LoadingPhase: Default: project modules at Default load before the editor engine exists; defer through UToolMenus::RegisterStartupCallback / FCoreDelegates::GetOnPostEngineInit() (the OnPostEngineInit member is UE_DEPRECATED(5.8), CoreDelegates.h:240), or load at PostEngineInit.

  • ue-module-build-system — .Build.cs syntax, module types, public vs private dependencies, plugin descriptors
  • ue-cpp-foundations — UCLASS/UPROPERTY/UFUNCTION specifiers, canonical subsystem type table, UObject lifecycle
  • ue-ui-umg-slate — Slate widget fundamentals (SNew, TAttribute, FReply, compound widgets) used by every custom row
  • ue-data-assets-tables — UDataAsset, UPrimaryDataAsset and UDataTable types that these editors and definitions wrap
  • ue-testing-debugging — UE_LOG categories and verbosity, automation tests for editor code, Insights profiling
  • ue-actor-component-architecture — actor and component classes whose details panels you customize
  • ue-project-context — writing and consuming .agents/ue-project-context.md
  • ue-blueprint-cpp-interop — exposing C++ to Blueprint: UFUNCTION/UPROPERTY meta keys, latent actions and async nodes

© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in skills/ue-editor-tools of quodsoler/unreal-engine-skills.

  • SKILL.md
  • references/detail-customization-patterns.md
  • references/editor-module-setup.md

Open the folder on GitHubat commit f3742d7

Compare with similar skills

Ue Editor Tools next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Ue Editor Tools compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Ue Editor Tools this skillquodsoler/unreal-engine-skills360—~8.1kAutomated safety check: PassMIT
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Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin332—~1.8kAutomated safety check: PassMIT
Gdextension Hygienemicrosoft/XBOX-Godot-Sample237—~983Automated safety check: PassMIT
Unreal Large Blueprint AnalysisItalink/UnrealClientProtocol127—~2.6kAutomated safety check: PassMIT
Beehavejame581/GodotPrompter799—~2.8kAutomated safety check: PassMIT

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Works with

Questions about Ue Editor Tools

What does Ue Editor Tools do?

A skill your agent uses when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Ue Editor Tools is an agent skill from quodsoler/unreal-engine-skills. Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems.

When should I use Ue Editor Tools?

Ue Editor Tools fits situations like: extending the Unreal Editor from C++ with detail customizations; editor utility widgets; asset definitions; editor subsystems.

How do I install Ue Editor Tools in Claude Code?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-editor-tools -a claude-code`. Or copy the skill folder (skills/ue-editor-tools in quodsoler/unreal-engine-skills) into .claude/skills/ue-editor-tools in your project. Claude Code loads it when a task matches its description.

How do I install Ue Editor Tools in Codex?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-editor-tools -a codex`. Or copy the skill folder (skills/ue-editor-tools in quodsoler/unreal-engine-skills) into .agents/skills/ue-editor-tools in your project. Codex loads it when a task matches its description.

Can I use Ue Editor Tools in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-editor-tools -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-editor-tools, .gemini/skills/ue-editor-tools, .github/skills/ue-editor-tools and .opencode/skills/ue-editor-tools in your project.

What does Ue Editor Tools need to run?

SKILL.md names no scripts, command-line tools or credentials: Ue Editor Tools is instructions for the agent only.

Does Ue Editor Tools access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Ue Editor Tools safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Ue Editor Tools use?

Ue Editor Tools is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Ue Editor Tools use?

About 8.1k tokens (SKILL.md is roughly 32k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 12k tokens, read only when the agent opens those files.

What are the alternatives to Ue Editor Tools?

Skills that share tags, products or a category with Ue Editor Tools: Validate Gsdk (PlayFab/gsdk, 170 stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Gdextension Hygiene (microsoft/XBOX-Godot-Sample, 237 stars) and Unreal Large Blueprint Analysis (Italink/UnrealClientProtocol, 127 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Editor Tools?

quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 360 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.

Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.