# Asset Action Utility: Blueprint Issues

**URL:** <https://forums.unrealengine.com/t/asset-action-utility-blueprint-issues/2262115>\
**Category:** Asset Creation\
**Tags:** Editor-Utility, unreal-engine, editor, Blueprint, question\
**Created:** [January 6, 2025, 7:06am UTC](https://forums.unrealengine.com/t/asset-action-utility-blueprint-issues/2262115 "2025-01-06T07:06:51Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![zozobra1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zozobra1](https://forums.unrealengine.com/u/zozobra1)\
**Post date:** [January 6, 2025, 7:06am UTC](https://forums.unrealengine.com/t/asset-action-utility-blueprint-issues/2262115/1 "2025-01-06T07:06:51Z")

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Hello, I am trying to make a scripted asset action. (It’s not important to the issue, but it’s function is to convert heightmap stamps from one system to another, so it reads the data from one blueprint asset, creates a new one, and copies the relevant data to the new one).

**Issue 1: The Scripted Asset Action doesn’t show up as an option unless I add “Actor” as a supported class.**

 ![2025-01-05 22_59_19-EUB_WonderscapeToErrantBiomes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/c/8/0c899411fd44afb1d2811f7d43a6c721afb30bbe.png)  
_Despite the parent class added to the ‘Supported Classes’ list and ‘Is Action for Blueprints’ being checked, the script doesn’t show as an option for the child asset_

 ![2025-01-05 22_56_49-WorldBuilder - Unreal Editor](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/9/0/490fb68b345c6e2b04a68bbd1cca7aa8f71392c9.jpeg)  
_…but it does show up if ‘Actor’ is_

 ![2025-01-05 23_00_56-EUB_WonderscapeToErrantBiomes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/6/f/86f6686fb1dfe00b2d35e1d009c6f8354bdeba07.png)  
But it doesn’t matter, because the cast to the parent class fails so I can’t access any of the data I need in the class. I have over 600 children of this blueprint, so setting the class to each of them isn’t very useful [_edit: the menu option doesn’t show even if I add that exact class to ‘supported classes’_]

Anything noticeable that I’m doing wrong? I have made similar scripts just fine before, so this just feels broken

**Issue 2: Can’t cast duplicated or generated assets**  
Well I can’t get the data I need _from_ the original files, and I also can’t assign it _to_ the files I’m creating. The way I have done this in the past is to create a blueprint of the type I want to make with default values, use the ‘duplicate asset’ node to make a copy of it, cast to the type, and assign the data I need. I can’t even cast a duplicated asset to its own parent.

 ![2025-01-05 23_29_41-EUB_WonderscapeToErrantBiomes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/0/7/507051c92afa1d3f054af9a20e4cd0dd47722824.png)  
 ![2025-01-05 23_32_46-T_Badlands_30_8k_Errant](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/0/e/00ed3898f2039e35a70d5c80190c3fa1765b0a9b.png)

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**Author:** ![tayble](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tayble](https://forums.unrealengine.com/u/tayble)\
**Post date:** [January 17, 2025, 2:26am UTC](https://forums.unrealengine.com/t/asset-action-utility-blueprint-issues/2262115/2 "2025-01-17T02:26:57Z")

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Hey for issue 1. Found that it was reported and seems like they will not be fixing it. LOL

> **[The Unreal Engine Issues and Bug Tracker](https://issues.unrealengine.com/issue/UE-67348)**
>
> Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

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**Author:** ![zozobra1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zozobra1](https://forums.unrealengine.com/u/zozobra1)\
**Post date:** [January 28, 2025, 6:51pm UTC](https://forums.unrealengine.com/t/asset-action-utility-blueprint-issues/2262115/3 "2025-01-28T18:51:01Z")

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oh strange, but apparently also a very old issue. I guess you just have to deal with a whole mess of functions in your context menu if they won’t make the basic filtering they wrote functional

Thanks for finding that though
