# 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:** 1\
**Showing post:** 2

<div class="post-metadata">

**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")

</div>

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`).

---

_[View the full topic](https://forums.unrealengine.com/t/custom-asset-category/339392)._
