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Supported Asset Types

Asset Scaffolding can create over 30 different asset types. This reference covers all supported types and their capabilities.

Blueprint Assets

Actor Blueprints

The most common type for game objects.

Type Parent Class Use Case
Actor AActor General game objects
Pawn APawn Controllable entities
Character ACharacter Walking/moving characters
Player Controller APlayerController Input handling
AI Controller AAIController AI decision making
Game Mode AGameModeBase Game rules and flow
Game State AGameStateBase Replicated game data
Player State APlayerState Per-player data

Component Blueprints

Reusable components for actors.

Type Parent Class Use Case
Actor Component UActorComponent Logic-only components
Scene Component USceneComponent Transform-based components

Interface Blueprints

Communication contracts between classes.

Type Use Case
Blueprint Interface Define interaction methods

UI Assets

Widget Blueprints

User interface elements.

Type Parent Class Use Case
User Widget UUserWidget General UI panels
Common UI Widget UCommonUserWidget Enhanced Common UI

Widget Components

In-world UI elements.

Type Use Case
Widget Component UI attached to actors

AI Assets

Behavior Trees

Decision-making structures.

Type Use Case
Behavior Tree AI decision logic
Blackboard AI memory/data storage

EQS (Environment Query System)

Environment awareness.

Type Use Case
EQS Query Environment sampling

Data Assets

Data Storage

Configurable data containers.

Type Parent Class Use Case
Data Asset UDataAsset Custom data objects
Primary Data Asset UPrimaryDataAsset Asset Manager compatible
Data Table - Structured data rows
Curve Table - Numeric curve data
Curve Float UCurveFloat Single float curve
Curve Vector UCurveVector Vector curve
Curve Linear Color UCurveLinearColor Color curve

Save System

Persistent data.

Type Parent Class Use Case
Save Game USaveGame Serializable save data

Level Assets

Levels

Game worlds and maps.

Type Use Case
Level Game maps/worlds
Level Instance Sub-level streaming

Sequences

Cinematic content.

Type Use Case
Level Sequence Cutscenes, cinematics

Material Assets

Materials

Visual surface properties.

Type Parent Class Use Case
Material UMaterial Base materials
Material Instance UMaterialInstance Material variants
Material Function UMaterialFunction Reusable material logic

Audio Assets

Sound

Audio content.

Type Parent Class Use Case
Sound Cue USoundCue Complex audio playback
Sound Attenuation USoundAttenuation Distance falloff
Sound Concurrency USoundConcurrency Sound limiting
Sound Mix USoundMix Audio mix control

VFX Assets

Niagara

Particle effects (requires Niagara plugin).

Type Use Case
Niagara System Complete particle effect
Niagara Emitter Individual emitter

Niagara Requirement

Niagara assets require the Niagara plugin to be enabled in your project.

Animation Assets

Animation Blueprints

Character animation control.

Type Parent Class Use Case
Animation Blueprint UAnimInstance State machine animation

Animation Montages

Triggered animations.

Type Use Case
Animation Montage One-shot animations

Input Assets

Enhanced Input

Modern input system (UE5).

Type Use Case
Input Action Individual input mapping
Input Mapping Context Group of input actions

Foliage & Environment

Foliage Types

Vegetation placement.

Type Use Case
Foliage Type Procedural vegetation

Physics Assets

Destructibles

Breakable objects.

Type Use Case
Destructible Mesh Breakable geometry
Physics Asset Ragdoll/physics setup

Asset Type Compatibility

By Engine Version

Asset Type UE 5.5 UE 5.6 UE 5.7
Blueprints
Widgets
Data Assets
Niagara
Enhanced Input
Common UI

Plugin Dependencies

Some asset types require plugins:

Asset Type Required Plugin
Niagara System Niagara
Common UI Widget Common UI
Enhanced Input Enhanced Input

Asset Scaffolding checks for these and warns if missing.

Creating Custom Types

For asset types not listed, use Studio Mode to create custom recipes:

  1. Identify the parent class
  2. Create a recipe targeting that class
  3. Define components and defaults
  4. Save and use

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