# Creating Asset with Editor Utility

**URL:** <https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207>\
**Category:** Pipeline & Plugins\
**Tags:** unreal-engine, editor, question\
**Created:** [September 30, 2020, 8:26pm UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207 "2020-09-30T20:26:56Z")\
**Posts on this page:** 19\
**Page:** 1

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**Author:** ![anonymous\_user\_e8c41a86](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e8c41a86](https://forums.unrealengine.com/u/anonymous_user_e8c41a86)\
**Post date:** [September 30, 2020, 8:26pm UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/1 "2020-09-30T20:26:56Z")

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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?

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**Author:** ![Marcis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/marcis/32/1103070_2.png) [@Marcis](https://forums.unrealengine.com/u/Marcis)\
**Post date:** [October 1, 2020, 9:21am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/2 "2020-10-01T09:21:17Z")

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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).

 ![316729-■■■.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/5/1/05107735ad79884a30febdd45649196303b1caf1.png)

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**Author:** ![anonymous\_user\_e8c41a86](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e8c41a86](https://forums.unrealengine.com/u/anonymous_user_e8c41a86)\
**Post date:** [October 1, 2020, 3:02pm UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/3 "2020-10-01T15:02:05Z")

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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.

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**Author:** ![lehuan5062](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lehuan5062](https://forums.unrealengine.com/u/lehuan5062)\
**Post date:** [September 15, 2021, 10:17am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/4 "2021-09-15T10:17:37Z")

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

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**Author:** ![Marcis](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/marcis/32/1103070_2.png) [@Marcis](https://forums.unrealengine.com/u/Marcis)\
**Post date:** [September 15, 2021, 10:38am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/5 "2021-09-15T10:38:03Z")

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> **[LE Extended Standard Library in Code Plugins - UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/low-entry-extended-standard-library)**
>
> This plugin provides you with blueprints that add general functionality and improvements.

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**Author:** ![lehuan5062](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lehuan5062](https://forums.unrealengine.com/u/lehuan5062)\
**Post date:** [September 15, 2021, 10:55am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/6 "2021-09-15T10:55:43Z")

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

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**Author:** ![Rick\_Ronquillo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rick\_Ronquillo](https://forums.unrealengine.com/u/Rick_Ronquillo)\
**Post date:** [April 8, 2022, 12:41am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/7 "2022-04-08T00:41:46Z")

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Hi, how do you do that?  
Thanks 😃

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**Author:** ![lehuan5062](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lehuan5062](https://forums.unrealengine.com/u/lehuan5062)\
**Post date:** [April 8, 2022, 1:39am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/8 "2022-04-08T01:39:45Z")

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I released my samples here (free): [Preparation tools for Unreal Engine assets by Huân Lê-Vương (itch.io)](https://lehuan5062.itch.io/huan-ue-preparation-tools)

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**Author:** ![pto2k](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pto2k/32/731164_2.png) [@pto2k](https://forums.unrealengine.com/u/pto2k)\
**Post date:** [May 19, 2022, 6:13am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/9 "2022-05-19T06:13:16Z")

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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?

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**Author:** ![Kaspoehh](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kaspoehh](https://forums.unrealengine.com/u/Kaspoehh)\
**Post date:** [July 26, 2022, 6:46pm UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/10 "2022-07-26T18:46:12Z")

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

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**Author:** ![Freedomist](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Freedomist](https://forums.unrealengine.com/u/Freedomist)\
**Post date:** [April 13, 2023, 3:04am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/11 "2023-04-13T03:04:15Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/4/a/b4a29d12d5b23de3e684034c824d82998d384131.png)

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

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**Author:** ![MasterKainAG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MasterKainAG](https://forums.unrealengine.com/u/MasterKainAG)\
**Post date:** [July 19, 2023, 3:46pm UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/12 "2023-07-19T15:46:02Z")

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Did you find a way to do that?

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**Author:** ![Freedomist](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Freedomist](https://forums.unrealengine.com/u/Freedomist)\
**Post date:** [November 19, 2024, 1:04am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/13 "2024-11-19T01:04:44Z")

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

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**Author:** ![CloudsAndCastles](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cloudsandcastles/32/732062_2.png) [@CloudsAndCastles](https://forums.unrealengine.com/u/CloudsAndCastles)\
**Post date:** [December 1, 2024, 11:10am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/14 "2024-12-01T11:10:39Z")

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

 ![{0BD6634C-B2C5-4840-8258-3857352F0CAC}](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/8/f/98fb3901966d73268e9b4fe24284cbd3fd3b45b6.png)  
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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**Author:** ![Narumaster007](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Narumaster007](https://forums.unrealengine.com/u/Narumaster007)\
**Post date:** [May 12, 2025, 3:32am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/15 "2025-05-12T03:32:54Z")

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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.

 ![ThreadQuestion](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/0/a/c0a0f9a6dd5a499203d5732012792e5945f99e54.png)

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**Author:** ![Narumaster007](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Narumaster007](https://forums.unrealengine.com/u/Narumaster007)\
**Post date:** [May 12, 2025, 7:15am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/16 "2025-05-12T07:15:28Z")

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> [@Creating DataAsssets from Widget Editor Tool.](https://forums.unrealengine.com/t/creating-dataasssets-from-widget-editor-tool/1671257):
>
> I want to use DataAssets. And i created Editor Tool that generates array of strings. Copying and pasting 10 or so strings for each new asset is boring, and easy to skip strings or mess order etc. So is there a way to create new data asset, set its strings (variables), then save it into content folder?

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?

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**Author:** ![Nawrot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nawrot/32/618260_2.png) [@Nawrot](https://forums.unrealengine.com/u/Nawrot)\
**Post date:** [May 12, 2025, 7:48am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/17 "2025-05-12T07:48:22Z")

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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.

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**Author:** ![Narumaster007](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Narumaster007](https://forums.unrealengine.com/u/Narumaster007)\
**Post date:** [May 12, 2025, 5:15pm UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/18 "2025-05-12T17:15:47Z")

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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](https://youtu.be/1iR8OAUf9bc?si=ZL2kS1IaooRdnCIj)

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**Author:** ![voodoo\_jannick](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@voodoo\_jannick](https://forums.unrealengine.com/u/voodoo_jannick)\
**Post date:** [July 18, 2025, 5:10am UTC](https://forums.unrealengine.com/t/creating-asset-with-editor-utility/472207/19 "2025-07-18T05:10:25Z")

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In case someone is still looking for the complete way to create Blueprints, here it is:

 ![2025-07-18 07_08_07-Window](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/9/4/4949c2dcadd2ce745f309b3c89b9fd8597e32b86.png)

Note that you create the asset with Blueprint as Asset Class and then reparent it to your desired parent class as Freedomist mentioned.

Saving it at the end is important to properly register it with the Asset Database and Version Control.
