
Unreal Engine Blueprint Automation
Published 3/2025
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz
Create Blueprint Utilities and Unreal Engine tools to speed up and automate your work.
What you’ll learn
How to navigate Blueprint Editor
How to use Events and Functions in Editor Scripted Utilities
How automate repetitive tasks with Blueprints.
How batch process assets. Fix asset naming convention, apply correct compression settings, cleanup projects and more.
How to create Unreal Engine tools with custom UI and Blueprint logic.
How to add a custom menu entry to UE interface.
How to design Editor Utility Widgets with UMG editor.
How to create Lights Manager tool.
How to use Tick and how it influences performance
How to use Data Tables and a data driven approach to avoid hardcoding data in Blueprints and to make them easy to tweak by anyone.
Requirements
You should be already familiar with Unreal Engine. Having experience with gameplay/editor Blueprints is not necessary but will for sure come handy.
Description
Overview
Section 1: Intro
Lecture 1 Course Overview
Section 2: Prerequisites
Lecture 2 Required Plugins
Lecture 3 Asset vs Actor. Mind the difference
Lecture 4 Scripted Actions (Utilities) vs Editor Utility WIdgets
Section 3: Editor Blueprint Utilities
Lecture 5 Hello World
Lecture 6 Fix Asset Naming Convention – Simple Batch Rename
Lecture 7 Fix Asset Naming Convention – Data Driven Approach
Lecture 8 Batch Fix Texture Compression Settings
Lecture 9 Remove Unused Assets
Lecture 10 Remove Unused Assets – Making it better with Metadata Tags
Lecture 11 Create Material Instance From Selected Textures
Lecture 12 Assign Material To Selected Asset – Using User Input
Lecture 13 Random Actor Rotation
Lecture 14 Set Material On Selected Actors
Lecture 15 Undo Redo
Section 4: Introduction to Utility Widgets
Lecture 16 Our First Widget Utility: Rotate Selected Actors
Lecture 17 Set Material Widget – working with Single Property View
Lecture 18 Modifying properties of selected Asset – how to use Details View
Lecture 19 Detect selected Asset change. What is Tick and how to avoid it.
Section 5: Lights Manager – Editor Utility Widgets Project
Lecture 20 Lights Manager – Intro
Lecture 21 List View
Lecture 22 List View – Remove Button (optional tutorial)
Lecture 23 List View – Add Button (optional tutorial)
Lecture 24 Lights Manager based on List View
Section 6: Extending Editor Menus
Lecture 25 Introduction to Extending Editor Menus
Lecture 26 Editor Utility Tool Menu Entry
Lecture 27 Editor Utility Widget Menu Entry
Lecture 28 Menu Entry Icon
Section 7: Interfaces, Casting To Classes – Diving Into Technical Details
Lecture 29 What is an Interface?
Lecture 30 When to use Cast node and when to use IsA(soft)

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NitroFlare
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