create_editor_utility_blueprint
Creates an Unreal Editor Utility Blueprint that runs in edit mode to manipulate actors or assets via right-click context menus, with custom functions.
Instructions
Create an Editor Utility Blueprint that runs in the Unreal Editor.
From Ch. 19: Editor Utility Blueprints can manipulate Assets and Actors in Edit Mode (not during Play). They appear as right-click context menu options in the Level Editor or Content Browser.
Types:
"ActorActionUtility": manipulate selected Actors in the Level Editor. Functions appear under Right-click > Scripted Actor Actions.
"AssetActionUtility": manipulate Assets in the Content Browser. Functions appear under Right-click > Scripted Asset Actions.
"EditorUtilityBlueprint": general editor scripting.
Available editor scripting nodes include:
GetSelectionSet: get selected Actors
GetActorLocation/SetActorLocation
EditorScripting category functions
Args: name: Blueprint name (e.g., "BPU_ActorAction") utility_type: "ActorActionUtility", "AssetActionUtility", or "EditorUtilityBlueprint" functions: Function definitions [{"name", "inputs", "outputs"}] folder_path: Content browser folder
KB: see knowledge_base/10_WORLD_BUILDING.md#overview Example: create_editor_utility_blueprint(name="ExampleName")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | ||
| functions | No | ||
| folder_path | No | /Game/EditorUtilities | |
| utility_type | No | ActorActionUtility |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |