What problem does it solve? Repetitive Unreal Editor work such as batch-renaming assets, generating levels, and building artist-facing tool panels is slow and error-prone when done manually. This Skill provides the patterns and API references to automate those workflows with Python, Editor Utility Widgets, and editor scripting subsystems. ## Core Features & Use Cases - Python Automation: Use the unreal module for batch asset operations, transactions with undo support, progress dialogs, startup scripts, and headless commandlets for CI pipelines. - Blutility Tooling: Build dockable UMG panels with UEditorUtilityWidget, Content Browser right-click actions with UAssetActionUtility, and background work with UEditorUtilityTask. - Editor Subsystems: Access UEditorActorSubsystem, UEditorAssetSubsystem, ULevelEditorSubsystem, and others from C++ or Python for level, asset, and viewport operations. - C++ Exposure: Control how C++ functions surface in Python and Blueprints using BlueprintCallable, CallInEditor, ScriptMethod, and ScriptName specifiers. - Use Case: Batch-rename hundreds of assets in a transaction, then spawn a custom validation panel for artists, all without leaving the editor. ## Quick Start Ask the AI to write a Python script that uses the editor asset subsystem to batch rename and save all assets in a chosen Content Browser folder.