The "Scripted Asset Actions" feature in UE5.8 is no longer available.

Summary

In UE5.8, when using the Editor Utility Blueprint, the “Scripted Asset Actions” option is no longer available.

What Type of Bug are you experiencing?

UI / Tools

Steps to Reproduce

Create an Editor Utility Blueprint, add a new function. Check “Call In Editor” option for the function.

Expected Result

Right-click on the blueprint, and you will find the “Scripted Asset Actions” option.

Observed Result

There is no “Scripted Asset Actions” option.

Affects Versions

5.8

Platform(s)

Windows

Thats probably not a bug.
As long as you give your AssetActionUtility blueprint at least one Supported Class, it should show up just as intended.

It worked fine in versions 5.7 and below. However, when the same project was upgraded to version 5.8, this problem occurred.

It is not a bug they have added a new feature to scripted action where you can add supported classes in which the scripted action can work on. Add static mesh if the script is made for static mesh assets

You are correct. The supported classes have added Object, and you can already see the script functionality.

For anyone in the future, who is not super tech savvie, and who was stuck like me.

All parent class types confused me a bit so i just tried to play around.
I created a EditorUtilityBlueprint of Parent class ActorActionUtility with a supported class of type Actor and that made my EUB come up in the Scripted Actor Actions.
Bye

For those who use Unreal Engine 5.8.3 & doesn’t understand what this forum thread is about:

In Unreal Engine 5.8, the “Scripted Asset Actions” option in the Editor Utility Blueprint context menu may not appear if your Blueprint isn’t set up with the correct Supported Class and parent type. This is not a bug. Epic has changed how Scripted Actions work in 5.8

In UE5.7 and earlier, you could right‑click an Editor Utility Blueprint and see “Scripted Asset Actions” automatically.

In UE5.8, you must explicitly define a Supported Class in your Blueprint’s details panel for the Scripted Asset Action to appear.

In your Editor Utility Blueprint, you must parent this Blueprint to your supported class. Then set the “Supported Class” array to a class such as: “Object”, “Actor”, “StaticMesh”, etc.

Restart Unreal Engine (if necessary). From here, when you right click on a Blueprint asset, you should now see “Scripted Asset Actions”