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Unreal Engine Blueprint Automation

Category: Tutorials



Unreal Engine Blueprint Automation
Unreal Engine Blueprint Automation
Published 3/2025
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 6.56 GB | Duration: 7h 24m


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

This is a zero to hero Blueprints course for automation and tool creation.Following well received Unreal Engine 5 Python Automation Course, this course brings automation and tool creation with Blueprints to everyone who wants to start making tools quickly and without any code.The course begins with introduction to Blueprint editor. While it requires being familiar with Unreal Engine, it's made to suit both beginners and experienced developers.In first chapters of the course, we will focus on batch operations. We will mass process assets and actors using Scripted Actions.We will dive both into Asset Action Utilities and Actor Action Utilities.Those will let you batch rename assets, fix texture compression settings, modify editor properties, remove unused assets, work with metadata tags and more.It should be enough to make you familiar with this kind of Blueprints.Then we will take it to the next level and start creating tools with custom UI.We will explore UMG widget editor, design our own Utility Widgets, create custom list view and then use it in Lights Manager tool.Tutorials in this course are not just 'do what I do' videos. I've put effort into making sure that you know why I do certain things and even though there may be some simplifications at the beginning, there are separate videos made to fill the gaps. Expect explanations on Tick function performance, what are Interfaces, or when to use Cast node and when to use Is A node instead.100% of the course content was recorded on Unreal Engine 5.

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)

Intermediates or Professionals who are familiar with Unreal Engine and would like to automate their workflow.,Technical Artists who want to start developing UE tools and need a quick start




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