1st Edition

Extending and Customizing Unreal Engine Editor Methods for Improving Workflow and More Robust Scripting

By Roger Mattsson Copyright 2026
286 Pages 50 B/W Illustrations
by CRC Press

286 Pages 50 B/W Illustrations
by CRC Press

This book provides a broad overview of editor extensions and modifications that can be made to speed up your workflow in the Unreal Engine. It covers tips for both initial content creation as well as debugging already existing content.

The book explains how several editor systems work, with a focus on how you can extend and modify them to suit your own workflow. Chapters cover how to create your own editor modes with several different kinds of tools in them, covering tools for artists and for gameplay scripting, giving you the foundation to build further tools and personalize your workflow. It also covers how to personalize toolbars and editor windows and create custom variable visualization and Blueprint nodes.

Whether you are making a small indie game or an AAA game, this book will help you and your team in creating the tools needed to improve your workflow.

Introduction

Code Standard

Creating our plugin

1. Editor Modes

Style set

Our first tool

Material copy/paste

Undo/Redo support

User Feedback

Reimport asset from actor

Spawner tool

FEdMode vs UEdMode

2. Toolbar

BugItGo

Editor light

Game settings

Compile all blueprints

3. Editor Windows

Pickup window

Spawner window

4. Data Visualization

Meta flags

Custom slate widgets for code structs

Custom slate widgets for blueprint structs

5. Commandlets

Collision checker

Static mesh replacer

6. Extending Editor Debugging

Component visualizer

Debug interface

3D text in editor

7. Google Sheets

Content browser extension

Google sheet setup

Slate window

Sheet/page data

Launching external process

Upload/Download script

8. Blueprint Nodes Customization

Meta flags

Latent nodes

CustomThunk

Coding blueprint nodes

MapForEach node

Alarm node

Biography

Roger Mattsson has worked as a gameplay programmer and a game designer for over 20 years at several AAA studios and small indie studios. He is currently working at Neon Giant as a Principal Programmer, a studio focused on making big ambitious games with few people.