ue-editor-tools

Create and integrate custom Unreal Editor tools for UE5 editor workflows.

3|Updated Jan 17, 2026
One-click install
npx skills add https://github.com/Noureddine-Hci/RevenantOps --skill ue-editor-tools-noureddine-hci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-editor-tools
Source: https://github.com/Noureddine-Hci/RevenantOps/tree/main/.agents/skills/ue-editor-tools
Command: npx skills add https://github.com/Noureddine-Hci/RevenantOps --skill ue-editor-tools-noureddine-hci

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Authors and teams can rapidly extend Unreal Engine Editor capabilities by implementing custom tools, editor utilities, and UI customizations, reducing repetitive tasks and enabling standardized workflows.

Core Features & Use Cases

  • Editor tool extensions, editor utilities (Editor Utility Widgets, Blutility), detail and property customization, editor modes, and asset editors
  • Editor subsystem and UToolMenus-based extensions for streamlined workflows in UE5 projects
  • Examples include creating custom editor panels, tool menus, and scripted asset operations to standardize workflows across teams.

Quick Start

Open Unreal Editor, create an Editor Utility Widget, and register a simple tool panel named MyTools to verify the setup.

Frequently Asked Questions about ue-editor-tools

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

FAQPage Schema
How do I create custom Unreal Editor tools to streamline workflows in UE5?

To create custom Unreal Editor tools, implement editor utility widgets, Blutility actions, and UToolMenus-based extensions to standardize workflows and reduce repetitive tasks in UE5 projects.

How do I add custom tool menus and asset actions in Unreal Engine 5?

Adding custom tool menus in Unreal Engine 5 requires using UToolMenus-based extensions and scripting asset operations. You can register menu entries and editor subsystems to integrate custom panels and actions directly into the editor interface.

What is the best way to handle editor module registration and lifecycle management in UE5?

Handling editor module registration and lifecycle management in UE5 requires applying specific boilerplate patterns. You must ensure safe lifecycle management by properly hooking into PostEngineInit, and executing unloading and cleanup processes to avoid crashes.

Does this approach support detail and property customization for Unreal Editor panels?

Yes, this approach supports detail and property customization for Unreal Editor panels. You can apply these patterns to detail and custom property editors, allowing you to build custom editor panels and modify how assets are inspected and edited.

How do I set up a simple editor utility widget to verify my Unreal Editor extensions work?

To verify your Unreal Editor extensions, open Unreal Editor, create an Editor Utility Widget, and register a simple tool panel. This quick start setup confirms that your editor tool extensions and module registration are functioning correctly.

When should I use Blutility actions versus editor subsystems for Unreal Engine automation?

Use Blutility actions for scripted asset operations and direct editor utility workflows, whereas editor subsystems are better suited for persistent, UToolMenus-based extensions that provide streamlined, standardized workflows across an entire UE5 project.