orion-editor-extension-framework

Designs Unreal Engine editor extensions with module boundaries and validation workflows.

16|3|Updated Jun 13, 2026
One-click install
npx skills add https://github.com/OrionUE/Orion_FreeEdition --skill orion-editor-extension-framework
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: orion-editor-extension-framework
Source: https://github.com/OrionUE/Orion_FreeEdition/tree/main/.agents/skills/orion-editor-extension-framework
Command: npx skills add https://github.com/OrionUE/Orion_FreeEdition --skill orion-editor-extension-framework

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps Unreal Engine developers design and maintain editor extensions without mixing editor-only logic into runtime systems or misconfiguring complex editor workflows.

Core Features & Use Cases

  • Editor Module Guidance: Provides patterns for Editor modules, custom UnrealEdEngine classes, PIE lifecycle hooks, and editor-only dependency management.
  • Tooling and Validation Workflows: Covers ToolMenus toolbar extensions, DataValidation validators, GameplayCue editor delegates, and editor configuration routing.
  • Use Case: Use this Skill when creating a UE project editor tool that needs safe module boundaries, custom menus, asset validation, and reliable editor configuration behavior.

Quick Start

Use the orion-editor-extension-framework skill to review my Unreal Engine editor extension design and identify required modules, dependencies, and validation steps.

Frequently Asked Questions about orion-editor-extension-framework

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

FAQPage Schema
How do I create Unreal Engine editor extensions without mixing editor-only logic into runtime?

Unreal Engine editor extensions require strict editor-only dependency isolation. You achieve this by using dedicated Editor modules to encapsulate custom editor engines, PIE lifecycle hooks, and editor-only logic, ensuring runtime systems remain uncontaminated and module boundaries are correctly maintained.

What is the best way to add custom menus and toolbars in an Unreal Engine editor module?

Adding custom menus and toolbars in Unreal Engine is done using ToolMenus toolbar extensions. You configure these within an Editor module to safely inject UI elements, managing the editor lifecycle and dependencies correctly for reliable tooling integration.

How do I set up DataValidation for assets in Unreal Engine?

DataValidation in Unreal Engine is set up by implementing validation patterns within Editor modules. You create validators to check asset configurations and enforce data integrity rules during the editor workflow, ensuring reliable project assets.

Can I use GameplayCue editor integrations within a custom Unreal Engine editor?

GameplayCue editor integrations work within custom Unreal Engine editors by utilizing editor delegates. You manage these hooks inside properly isolated Editor modules to handle cue editing workflows safely without affecting runtime gameplay systems.

Why does my Unreal Engine editor ini configuration route incorrectly?

Editor ini configuration routes incorrectly when configuration practices are mismanaged. You need proper editor ini workflows within your Editor module to ensure routing logic functions reliably and complex editor configurations are correctly applied.

When do I need a custom UnrealEdEngine class for my editor tool?

Custom UnrealEdEngine classes are needed when extending core editor lifecycle behaviors. They allow you to implement PIE lifecycle hooks and manage editor module dependencies, providing a robust foundation for complex editor extensions beyond standard toolbars.