# Blueprint graph in custom asset editor

**URL:** <https://forums.unrealengine.com/t/blueprint-graph-in-custom-asset-editor/1570443>\
**Category:** Pipeline & Plugins\
**Tags:** unreal-engine, editor, Plugins, custom, CPP, question\
**Created:** [December 29, 2023, 11:18am UTC](https://forums.unrealengine.com/t/blueprint-graph-in-custom-asset-editor/1570443 "2023-12-29T11:18:15Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Chilepaps](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chilepaps](https://forums.unrealengine.com/u/Chilepaps)\
**Post date:** [December 29, 2023, 11:18am UTC](https://forums.unrealengine.com/t/blueprint-graph-in-custom-asset-editor/1570443/1 "2023-12-29T11:18:15Z")

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Hi 👋  
I am trying to make a custom asset editor for my custom asset type. I have found lots of tutorials on adding a graph but I would like to have a blueprint graph, with all of the blueprint nodes and things in my asset editor. I have been digging through the engine code and found the folder with all the blueprint graph headers and cpp files but I am not super advanced with cpp and can’t figure out how it works and which file actually implements the graph editor. I took a look at the OpenAssetEditor function in assettypeactions\_blueprint.h but I couldn’t understand it 😱 and I don’t think that is where the graph editor is implemented, I think it uses a helper class cos there are over 100 classes in the blueprint graph folder (/engine/source/editor/blueprintgraph) so helper for organisation.  
To clarify, I want to use an already created engine class from my plugin not a copy/paste of it or copied code from it, the entire actual system because it works great 👍 for blueprints already so why change it!  
Thanks in advance
