Community Tutorial: How to make a Blueprint Editor Function Library without C++

In this tutorial, we are going to make a blueprint editor function library without C++ and ONLY with blueprint and use it in the Editor Utilities.

https://dev.epicgames.com/community/learning/tutorials/DJ8X/unreal-engine-how-to-make-a-blueprint-editor-function-library-without-c

Hi Vahab,

Thanks so much for this tutorial I was finding desperately for something on the internet as it seems indeed we can’t create blueprint libraries for use in editor directly within.

I just created one and have come across some nodes that are not available in this type of graph like “Get/Set Editor Property” or some subsystems they seem to be invalid. This seems to be a weird limitiation that doesn’t exists in C++, do you have any ideas?

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Thanks for the tutorial. The editor limitation of FunctionLibrary is really bad.

Open the Outline Manager in Stunning Motor.
Make another Plan Capability Library resource.
Add custom Diagram hubs by right-clicking in the chart and choosing “Add Custom Occasion” or “Add Custom Capability.”
Carry out the ideal usefulness utilizing Diagram hubs and associations.
Save the Diagram Capability Library resource for later use in different Outlines.

I ran into the same results based on my tests today. I think this setup helps scopes the blueprint functions to be accessible only by editor widgets, but your aren’t actually allowed to use editor only nodes in the functions. Hopefully it’s something they will start to support in the future.

An alternative is to create a base editor utility widget/blueprint that contains all the functions you want to use in as your library. Then from there rework the steps in the asset action in this tutorial to allow reparenting any existing editor utility widget/blueprint to take on the newly created base class that you’ve made which contains all the functions ,that way they are all shared via inheritence.

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Yeah that’s the closest you can get to a “Library”. Thanks :slight_smile: