Can't include EditorAssetLibrary.h

Greetings!

I’m trying to get my hand at building editor tools in C++ and I see that the UEditorAssetLibrary class has a lot of nice utility I would like to call.

Link to doc : UEditorAssetLibrary | Unreal Engine Documentation

However, I can’t figure out how to call it from my C++ class. When I #include “EditorLevelLibrary.h” I always receive an error telling me “cannot open source file” and the editor tells me “Cannot open include file: ‘EditorAssetLibrary.h’: No such file or directory”

Do anyone know what I’m doing wrong?
I have the Editor scripting Utilities plugin, The Python Editor Script Plugin and the Sequencer Scripting Plugin enabled.

Here is my .h file :
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "EditorUtilityActor.h"
#include "Modules/ModuleManager.h"
#include "Engine/AssetManager.h"
#include "EditorAssetLibrary.h"
#include "MyEditorUtilityActor.generated.h"

/**
 * 
 */
UCLASS()
class DEMORECTEST1_API AMyEditorUtilityActor : public AEditorUtilityActor
{
	GENERATED_BODY()


		UFUNCTION(BlueprintCallable)
		void DoSomething();
};

Thanks for your help!

I solved my problem by adding “EditorScriptingUtilities” as module in my uproject.

I don’t know if this is the correct procedure but my code compile now.

Here is a snippet :

	"Modules": [
		{
			"Name": "DemoRecTest1",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"AdditionalDependencies": [
				"Engine",
				"Blutility",
				"EditorScriptingUtilities"
			]
		}
	],

Will mark as complete but feel free to add comments if what I’m doing is wrong.

1 Like

Hi, I tried your solutions, it can compile but seems it cannot build project in my side, how is yours? Thanks

me to how to do it? con not include “EditorUtilityActor.h”