create_asset_action_utility
Create, compile, and save a Blueprint parented to UAssetActionUtility to expose its CallInEditor functions as right-click actions on Content Browser assets.
Instructions
Create, compile and save a Blueprint parented to UAssetActionUtility, whose CallInEditor functions become right-click actions on Content Browser assets. An existing Blueprint at the path is returned unchanged, whatever its parent; a failed save only sets saved false. Returns asset_path, created, already_existed and saved. Refused during PIE unless force.
Returns: success or error payload
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name without path or extension, e.g. "EUA_RenameTextures". | |
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| package_path | Yes | Content folder for the asset, e.g. "/Game/EditorTools"; a trailing slash is ignored. |