Creating Asset with Editor Utility

I’m trying to make an Editor Utility function that initializes folders and assets that are necessary for modding a map into a game I’m modding.

It was easy to make directories but after a full day of searching, I couldn’t find a way to create assets from a Blueprint.

Now I’m wondering is this even possible to create assets and save them in Content with Editor Utility / Blueprint? or maybe it would be possible in python?

You can with the Create Asset node. You need to create the correct factory which you can not do with construct object node. I instead use a free plugin to do that (Lowe Entry Extended Standard Library).

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Thanks, that worked. i’m 90% there, the only thing left is a blueprint class based on GameModeBase. any tips on how to do that?

also is there a way to do this without this plugin? so it would be easier to share with community.

I can’t find the node “create object” in 4.24.3.

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Thanks! BTW I’m able to create material instance constant assets without reference a factory (leave it unconnected).

Hi, how do you do that?
Thanks :smiley:

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I released my samples here (free): Preparation tools for Unreal Engine assets by Huân Lê-Vương (itch.io)

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Thank you!
Testing in UE5… I found that the ‘Create Asset’ node works fine. however, the ‘Create Asset with Dialog’ node crashes for me when the dialog is closed.
Also ‘Create Asset’ node works with the Factory unconnected. I wonder what is it for, and how to make one ‘Factory’ for a custom BP class?

Same here! Did you find anything on how to make a Factory for a custom BP class?

try use this ,asset class use blueprint ,then reparent blueprint,

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Did you find a way to do that?

you should add compile buleprint node, after all operation like add subobject node for the blueprint asset

For future reference, this is how to create a data asset


For the package path, “/Game” for your project’s content folder. “/PluginName” for your plugin’s folder.

(ue5.4 tested from a call in editor function. not PIE.)

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I know this was a couple years ago, but has the pipeline changed? Because I can’t figure this out why I can’t create a data asset using this method. The cast here always fails.

I guess there is sort of a hacky way to do it, but I’m not enjoying this. Because apparently duplicating assets works, but creating an asset on the other hand, why is it so difficult?

Solved thin years ago:

  • my widget tool creates data (from L-System), then encodes it as strings
  • then it fills struct and created data asset out of it
  • then it saves that (using some naming convention) to “working” folder
  • and last step is me copying data assets that i need into “production” folder

Back then it was mystery to me , because i did not do it yet, but watching one or two tuts explained everything.

Well thank you for responding even years after. I seriously do appreciate it. I did end up figuring this out, but it was hacky. I am curious as to what tutorials you’ve found though, because I have been doing a lot of searching myself on Utility Widget Asset Creation and all I found was hopping into C++ and Python to do it. I’ve even came across a video where a guy was able to make a level sequence in his utility widget but even he said he doesn’t know why it doesn’t work for literally any other asset as he shows an example of it not working for creating a new material. https://youtu.be/1iR8OAUf9bc?si=ZL2kS1IaooRdnCIj