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DeepLink
Copy links to any asset and share them: opening a link brings up the Unreal Editor on that asset, revealed in the Content Browser or opened in its editor.
Highlights
All 11 features βDeepLink gives every asset in your project a clickable URL. Right-click an asset in the Content Browser and choose Copy URL that reveals asset, or use Copy URL that opens asset from the Asset menu of any asset editor, then paste the link into chat, a task tracker, a review or a design document. Whoever opens it lands in the Unreal Editor on exactly that asset.
When the editor is already running, the link is handed to it and its window comes to the front; when it is not, the editor starts with the project and handles the link once it has loaded. The URL scheme is registered per Windows user on every editor start, with no administrator rights, no external tools and nothing to download. Each project can use its own scheme, and an optional branch-based scheme keeps several branches of the same project apart.
Programmers can register their own link endpoints in C++ and choose the URL scheme programmatically, turning links into any editor action: open a tool, run a check, jump to a setting. The companion plugin DeepLinkPlus adds ready-made links to Blueprint and Behavior Tree nodes, camera positions, folders, level actors and automation tests.
DeepLink is part of the Alpha XP utilities collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.
Key features
- Copy URL that reveals asset: Content Browser context menu entry and Alt+Shift+C shortcut
- Copy URL that opens asset: Asset menu entry in every asset editor and Alt+Shift+E shortcut
- Several selected assets copy one link per line
- Links open in the running editor and bring it to the front, or start the editor with
- Per-user registration under HKEY_CURRENT_USER, no administrator rights, no external
- Works with an editor running as administrator
- Default URI Scheme setting per project, shared through DefaultEditor.ini
- Optional branch-based scheme with token replacements and a live preview, off by default
- C++ API to register your own endpoints and build links (IDeepLinkServerModule)
- C++ scheme provider interface (IDeepLinkUriSchemeProvider) to pick the scheme yourself
- Optional debug log of how each opened link was delivered
Project settings
Configure once under Project Settings βΊ Plugins βΊ Deep Link URLs - Branch Based Scheme β values are saved to the project's config .ini, so they travel with the project and your build.
| Setting | Section | Type | Default | What it does |
|---|---|---|---|---|
| Use Branch Name In URI Scheme | Branch Scheme | Boolean | false | When enabled, the URI scheme is derived from the branch name reported by the engine (after the replacements below) instead of the Default URI Scheme in the Deep Link URLs settings |
| Branch String Replacements | Replacements | Array of Deep Link Token Replacement | β | Tokens that we should replace in the branch name returned by Unreal |
| Default URI Scheme | DeepLink | String | β | The scheme to use for our URIs if there is no UriSchemeProvider -- should be unique to each project / branch |
| Enable Debug Logging | DeepLink | Boolean | false | Log debug messages about how links opened by the operating system are handled to Saved/Logs/DeepLinkLauncher.log |
Compatibility
One ready-made build per engine version is included in the download β copy the one that matches your project.
| Platform | Supported in |
|---|---|
| Windows | Editor & packaged |
| Module | Type | Loading phase |
|---|---|---|
| DeepLinkLauncher | UncookedOnly | EarliestPossible |
| DeepLinkServer | EditorNoCommandlet | PreDefault |
| DeepLinkContentEndpoint | EditorNoCommandlet | Default |
| DeepLinkBranchScheme | EditorNoCommandlet | Default |
Technical details
| Code modules | DeepLinkLauncher (UncookedOnly), DeepLinkServer (EditorNoCommandlet), DeepLinkContentEndpoint (EditorNoCommandlet), DeepLinkBranchScheme (EditorNoCommandlet) |
|---|---|
| Blueprints | 0 Β· C++ classes: 2 |
| Network replicated | No |
| Development platforms | Windows: Yes, Mac: No |
| Target build platforms | Win64 |
| Third-party software | No |
| Engine versions | Unreal Engine 4.27 Β· 5.8 β a build for each is included |
| C++ classes | 2 + 1 structs |
| Documentation | Documentation.html (in the download) |
| Download | DeepLink.zip Β· 127 KB |
| Version | v1.0.0 |
What's in the download
| File | What it is |
|---|---|
| DeepLink 4.27.zip | Plugin build for Unreal Engine 4.27 |
| DeepLink 5.8.zip | Plugin build for Unreal Engine 5.8 |
| Documentation.html | Documentation (open in a browser) |
Quick start
- Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
- Copy the DeepLink folder into your project's Plugins/ folder (create it if needed).
- Open the project, enable DeepLink under Edit βΊ Plugins and restart the editor.
- Fill in Project Settings βΊ Plugins βΊ Deep Link URLs - Branch Based Scheme.
- Package for your target platform (Windows).
Good to know
Built and verified warning-free for Unreal Engine 4.27 and 5.8. Editor-only plugin for Windows (Win64): it registers the project's URL scheme for the current Windows user on every editor start and adds no runtime code to packaged games. Developed and maintained by Alpha XP.
Everything included
- Copy URL that reveals asset: Content Browser context menu entry and Alt+Shift+C shortcut
- Copy URL that opens asset: Asset menu entry in every asset editor and Alt+Shift+E shortcut
- Several selected assets copy one link per line
- Links open in the running editor and bring it to the front, or start the editor withβ¦
- Per-user registration under HKEY_CURRENT_USER, no administrator rights, no externalβ¦
- Works with an editor running as administrator
- Default URI Scheme setting per project, shared through DefaultEditor.ini
- Optional branch-based scheme with token replacements and a live preview, off by default
- C++ API to register your own endpoints and build links (IDeepLinkServerModule)
- C++ scheme provider interface (IDeepLinkUriSchemeProvider) to pick the scheme yourself
- Optional debug log of how each opened link was delivered
Platforms
Requirements
- Unreal Engine 4.27 and 5.8
- Develop on Windows (Win64)
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key β 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0Latest
- Unreal Engine 4.27 and 5.8
- Blueprint and C++ API, HTML documentation
Be the first to review DeepLink β reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal β One non-commercial project. Commercial β Ship paid products. Extended β Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes β paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
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