create_editor_utility_widget_blueprint
Create, compile, and save an Editor Utility Widget Blueprint with a CanvasPanel root in Unreal Engine. Existing assets stay unchanged, and the saved widget can be opened as an editor tab.
Instructions
Create, compile and save an Editor Utility Widget Blueprint (parent UEditorUtilityWidget) with a CanvasPanel root at package_path/name. Returns asset_path, root_widget, root_widget_class, created, already_existed and saved; an existing one is returned unchanged. Open it as a tab with run_editor_utility_widget. Refused during PIE unless force.
Returns: { name, package_path, asset_path, blueprint_class, parent_class, root_widget, root_widget_class, created, already_existed, root_created, saved, save_error }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name without path or extension, e.g. "EUW_LevelTools". | |
| 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/EditorUtilities"; a trailing slash is ignored. |