How to Extend the Content Browser with Custom Assets, Categories, and Editors in Unreal Engine 5

Описание к видео How to Extend the Content Browser with Custom Assets, Categories, and Editors in Unreal Engine 5

This is a tutorial showing how to create a custom asset action category in the Unreal Engine 5 editor and to add one or more custom assets to it.
It also shows how to create a custom editor to modify these assets when you open them in the content browser within the Unreal Editor.
The tutorial is split up into 3 parts showing how to do each portion individually. All the code is available at the gist linked below.

Code:
https://gist.github.com/kirby561/d10d...

Chapters:
Part 1 - Add a Custom Asset Type to the Content Browser Context Menu
0:00 Overview
0:41 Creating an editor plugin
3:42 Setup module dependencies
6:05 Create a Custom Asset
7:40 Extending FAssetTypeActions_Base
14:30 Creating a Custom Asset Factory
18:25 Registering the custom asset action and category with IAssetTools

Part 2 - Opening a custom editor UI when an asset is opened in the Content Browser
22:46 Part 2 Overview
24:05 Extending FWorkflowCentricApplication
33:03 Extending FWorkflowTabFactory
38:52 Extending FApplicationMode
47:20 Setting the current mode
49:21 Showing the editor window

Part 3 - Editing, saving and loading data in a custom asset
52:00 Part 3 Overview
52:08 Adding some data to a custom asset
53:17 Adding PropertyEditor as a dependency
53:36 Providing access to the custom asset from the UI
55:00 Adding a Property Details View to the custom UI
59:32 Final result

Other Resources:
o A useful blog on this topic: https://easycomplex-tech.com/blog/Unr...
o Going further: https://dev.epicgames.com/community/l...
o List of Slate Widgets: https://docs.unrealengine.com/4.26/en...

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