Yeah the assets do exist in the editor so I can right click them and perform asset actions on them. The problem is that my asset action utility class which I wrote in C++ doesn’t have its functions show up in the context menu unless I create a blueprint child of my asset action utility first.
It just seems so weird that I can’t register my utility class somewhere in code to have it appear in the asset context menu whilst just making an empty blueprint that inherits from it immediately works.