Editor Utility Widget Launcher
A quick Menu Class to launch Editor Utility Widgets
Expanding off of our base class, let's make a quick class to launch our Editor Utility Widgets!
Launching an Editor Utility Widget (EUW)
The code to launch an EUW is relatively straight forward, we just need to spawn a tab using the EditorUtilitySubsystem:
EditorUtilitySubsystem = unreal.get_editor_subsystem(unreal.EditorUtilitySubsystem)
asset = unreal.load_asset("/Game/Path/To/EUW")
EditorUtilitySubsystem.spawn_and_register_tab(asset)We'll create a generic function to launch an EUW from its asset path:
def launch_editor_utility_widget(asset_path: str):
"""Launch the given utility widget from its asset path"""
# ensure a valid asset path was provided
if not isinstance(asset_path, str):
unreal.log_error(f"The given input is not an asset path: {asset_path}")
return
if not EditorAssetLibrary.does_asset_exist(asset_path):
unreal.log_error(f"The given asset path does not exist: {asset_path}")
return
# open the EUW
asset = EditorAssetLibrary.load_asset(asset_path)
EditorUtilitySubsystem.spawn_and_register_tab(asset)
The EditorUtilityWidgetMenuTool
With our new function and existing PythonMenuTool base class, this is all we need to declare in our new EUW Launcher class:
That's all there is to it, on execute it will launch the widget_path declared on the class!
Demo Tool
Here's an example tool, the Meta Viewer GUI:
This provides a simple menu class setup we can make for each of our first-class Editor Utility Widget tools

Pressing the menu button launches our tool:

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