[Editor] How to tell specific UObject Blueprint to use my editor?

I was working on actions system using UObjects - using Blueprints for some functionality. Later on I created editor with my own BlueprintFactory.

Is there any way to tell old UObjects (Blueprints) to use my editor instead normal Blueprint Editor? I have like 130 actions to remake now…

No, in class factory you register the custom toolkit.
Classes that already use a toolkit you won’t be able to change unless you change engine code and rebuild…

sad to hear that :frowning:

Any way I can modify binary file? I really don’t want to recreate 200 classes…

Nope. Your best bet is to just write a “Convert Old Data…” option in your new editor that just does an Object Iterator of your old objects and copies them over to your new object structure before saving them out (with a new name unfortunately).