# Custom asset category?

**URL:** <https://forums.unrealengine.com/t/custom-asset-category/339392>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [November 23, 2015, 4:58am UTC](https://forums.unrealengine.com/t/custom-asset-category/339392 "2015-11-23T04:58:27Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![PowerDesign](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PowerDesign](https://forums.unrealengine.com/u/PowerDesign)\
**Post date:** [November 23, 2015, 4:58am UTC](https://forums.unrealengine.com/t/custom-asset-category/339392/1 "2015-11-23T04:58:27Z")

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A great tut for custom asset:  
[http://www.wraiyth.com/?p=209](http://www.wraiyth.com/?p=209)

The asset type I created is in Create Advanced Asset \> Miscellaneous category, can I use my own category? Is there a specifier to do this?

> **[Class Specifiers](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/GameplayArchitecture/Classes/Specifiers/)**
>
> Keywords used when declaring UClasses to specify how the class behaves with various aspects of the Engine and Editor.

Thanks!

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**Author:** ![Jamie\_Dale](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jamie_dale/32/1165413_2.png) [@Jamie\_Dale](https://forums.unrealengine.com/u/Jamie_Dale)\
**Post date:** [November 23, 2015, 12:37pm UTC](https://forums.unrealengine.com/t/custom-asset-category/339392/2 "2015-11-23T12:37:50Z")

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You can register custom categories using the `RegisterAdvancedAssetCategory` function from the `AssetTools` module. You’d then need to use the registered category flag in the `GetCategories` function of your custom type asset actions.

The AI module provides an example of doing this. See `FAIModule::StartupModule` for the registration, and `FAssetTypeActions_Blackboard::GetCategories` for an example of using the registered flag in the asset type actions.

I notice that tutorial doesn’t actually cover creating asset type actions, however they’re pretty simple. `FAssetTypeActions_Enum` provides a pretty basic example, just remember to register them with the `AssetTools` module (via `RegisterAssetTypeActions`).

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**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [July 12, 2016, 10:29pm UTC](https://forums.unrealengine.com/t/custom-asset-category/339392/3 "2016-07-12T22:29:28Z")

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Aswesome info; I’ve managed to put together the Browser Asset menu I wanted, thanks.  
But, we can’t have sub categories there, can we?!

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**Author:** ![Vertex\_Soup](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vertex\_Soup](https://forums.unrealengine.com/u/Vertex_Soup)\
**Post date:** [July 17, 2017, 11:47pm UTC](https://forums.unrealengine.com/t/custom-asset-category/339392/4 "2017-07-17T23:47:16Z")

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Sub-menus would be very nice indeed! I managed to put my most common asset classes to “Gameplay” but would love to create branching structure from there. But for now I will most likely end up defining bunch of custom categories just to group types together… 😕 shame.

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**Author:** ![Vertex\_Soup](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vertex\_Soup](https://forums.unrealengine.com/u/Vertex_Soup)\
**Post date:** [July 18, 2017, 7:37pm UTC](https://forums.unrealengine.com/t/custom-asset-category/339392/5 "2017-07-18T19:37:40Z")

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Done, now it is all nice and tidy!

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**Author:** ![Vladi\_Z](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vladi\_Z](https://forums.unrealengine.com/u/Vladi_Z)\
**Post date:** [January 11, 2024, 4:15pm UTC](https://forums.unrealengine.com/t/custom-asset-category/339392/6 "2024-01-11T16:15:41Z")

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For everyone who is still looking for sub menus:  
There is an override GetSubMenus() in the FAssetTypeActions\_Base, that you can use for it.

If you want MyCustomCategory-\>SubMenuCategory you need to register your “MyCustomeCategory” with RegisterAdvancedAssetCategory and use this in the GetCategories() function.  
And then add all you SubCategories in the GetSubMenus(), for example:

```auto
const TArray<FText>& FBodySetTypeAction::GetSubMenus() const
{
	static const TArray<FText> SubMenus
	{
		INVTEXT("SubMenuCategory ")
	};
	return SubMenus;
}

```

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**Author:** ![thuynder](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@thuynder](https://forums.unrealengine.com/u/thuynder)\
**Post date:** [January 19, 2026, 1:48pm UTC](https://forums.unrealengine.com/t/custom-asset-category/339392/7 "2026-01-19T13:48:23Z")

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> [@Vladi\_Z](#):
>
> ```auto
> const TArray<FText>& FBodySetTypeAction::GetSubMenus() const
> {
> static const TArray<FText> SubMenus
> {
> INVTEXT("SubMenuCategory ")
> };
> return SubMenus;
> }
> 
> ```

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/2/e/62e58e4e28e4bccca2ab56eca9c9856a9280aec1.png)

Worked great for me!
