create-editor-plugin

Generate Unreal Engine 5.7 editor plugins with complete file structures.

Updated Mar 2, 2026
One-click install
npx skills add https://github.com/buihuuloc/universal-ue-skills --skill create-editor-plugin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: create-editor-plugin
Source: https://github.com/buihuuloc/universal-ue-skills/tree/main/skills/create-editor-plugin
Command: npx skills add https://github.com/buihuuloc/universal-ue-skills --skill create-editor-plugin

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill automates the creation of a new Unreal Engine 5.7 editor-only plugin, providing a robust and well-structured starting point that adheres to best practices.

Core Features & Use Cases

  • Boilerplate Generation: Creates all necessary files (.uplugin, .Build.cs, Module .h/.cpp) with correct structure and content.
  • Feature Integration: Supports adding common editor features like Toolbar Buttons, Menu Entries, Slate Windows, and more.
  • Use Case: You need to build a custom tool to automate asset renaming within the Unreal Editor. This Skill will generate the plugin skeleton, allowing you to focus on the core logic for the renaming feature.

Quick Start

Use the create-editor-plugin skill to generate a new Unreal Engine editor plugin named "MyCustomTool".

Frequently Asked Questions about create-editor-plugin

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create an Unreal Engine 5 editor plugin with a toolbar button?

To create an Unreal Engine 5 editor plugin with a toolbar button, you need to generate the boilerplate file structure including .uplugin, .Build.cs, and Module source files, then integrate the specific slate window and toolbar UI features into the generated skeleton.

What is the correct file structure for an UE5 editor-only plugin?

The correct file structure for an UE5 editor-only plugin requires a .uplugin descriptor file, a .Build.cs build script, and Module header and source files, organized to follow established Unreal Engine development patterns and best practices.

Can I use this approach to build a custom asset renaming tool in Unreal Engine?

Yes, you can use this approach to build a custom asset renaming tool in Unreal Engine by generating the plugin skeleton first, which allows you to focus entirely on writing the core logic for the renaming feature rather than setting up boilerplate code.

Does this UE5 plugin generation method support adding menu entries and slate windows?

Yes, this UE5 plugin generation method supports optional integration of common editor features, allowing you to automatically add menu entries, toolbar buttons, and slate windows into your newly created editor-only plugin.

What's the best way to automate boilerplate generation for Unreal Engine plugins?

The best way to automate boilerplate generation for Unreal Engine plugins is to use a structured generation process that creates all necessary .uplugin and .Build.cs files with correct content, ensuring your editor tool starts from a robust, best-practice foundation.

Do I need to manually configure the Build.cs file when developing an Unreal Engine editor plugin?

No, you do not need to manually configure the Build.cs file when developing an Unreal Engine editor plugin if you use automated generation, which creates the .Build.cs build script with the correct structure and content as part of the initial plugin skeleton.