I have been looking into creating some custom asset types in UE and wanted to experiment a bit with it. However, so far I have found very limiting info on the subject so I am gonna ask here.
I’d like to create an asset type that has a blueprint editor graph and a custom one (that I will make for it).
- as for the blueprint editor, I really only need to use the event graph, nothing else (i.e. the left panel for adding components should not be present)
I am a little bit familiar with how the custom graph is being set, as well as how the basic infrastructure looks like. Now what I would really like to know is the process to get there, as in what classes are absolutely necessary to make this going.
So far this is what I have gathered, correct me if I am wrong:
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Base class for whatever will hold the data or anything else relevant to the core of the custom asset (i.e. BaseQuest, BaseDialogue etc…)
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FAssetTypeActions_Blueprint class so that the asset actually shows in the content browser
- note with this I still have linking errors for an unknown reason, anytime I set my class to inherit from this one the code just won’t compile, still haven’t found a solution so if you do know please write it down
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UBlueprint class for the asset that will be created
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UFactory that will perform the creation of the asset
After this I am really confused. What I was trying to do is to find plugins that use custom assets and to reverse-engineer them but it was very overwhelming. For once, I cannot seem to find in which class is the custom graph even set in, all I could find was classes about it. I am aware of the connection drawing policy, style, basic node, root node and the schema classes for it. How would I go about just getting a basic graph in my asset?
- for starters it would be amazing just to get the basic design of the asset so I can see it, after which I will look into customizing it fully
Any resources that you may know of, please link it in the comments, so far I found like 2 posts in total about custom asset types and none of them feature either a custom graph or even creation of a UBlueprint.