đź§° Overview
Demon Forge’s Content Drawer plugin lets you add quick-access menus to the Content Browser so you can spawn Blueprints of classes grouped into custom categories without having to go into C++
This page explains how to configure and use it in the Unreal Editor.
⚠️ Only supports blueprint classes (does not support data assets, widgets, struct or other non-blueprint classes).
1. Accessing Settings
- In the Unreal Editor, go to Edit → Project Settings.
- Scroll to the section Editor → then locate the Demon Forge section.
- Under Content Drawer Settings, you’ll find:
| Setting |
Description |
| Menu Position |
Choose whether your custom categories appear at the Top or Bottom of the “Add New” menu. |
| Categories |
Define your custom categories and assign which classes belong in each. |
2. Configuring Categories
- Expand Categories in the settings panel.
- Click + Add to insert a new entry.
- For each entry:
- Name (Key): This is the category label you’ll see in the menu (e.g.
Enemies, UI, Gameplay).
- Asset Classes: Add one or more class types that will appear under this category for quick asset creation.
- Save the project settings (often automatically happens). Changes are reflected in the menu immediately.
⚠️ Note: Do not duplicate category names to prevent odd behavior.
3. Using the Drawer in the Content Browser
- In the Content Browser, right-click or use Add New → (or your custom “Add New” context).