I have the same problem on editor version 4.25.1
I solve it by creating child class from FAssetTypeActions_Base type. Then in my module StartupModule function i register asset type actions:
I’m just doing a factory so I can create a custom asset that I can ref in an actor, and use its’ data. The reason I’m not doing this in an actor inside the level is because it’ll be tampered with often by designers, and we don’t want it to be bound to the scene for collaboration. I need a separate asset as well, because I intend to make a custom editor for that asset.
However, does that mean I need to make a plugin to make factories work in 4.25? Haven’t worked with Modules outside of plugins, which seems a bit overkill to just add an asset to the context menu in the editor.
I’m seeing this too in 4.25. Registering the custom FAssetTypeActions_Base implementation seems to fix it. Not sure why but the IsAssetClassSupported doesn’t find one for a new asset type and so fails. Maybe the system provided a default one for you in the past.
This renders the various walkthrough examples broken as it stands.