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Overview

BlueLine is a professional productivity suite for Unreal Engine 5.7, designed to solve the three biggest frictions in professional Unreal development: Messy Blueprint Graphs, Invisible Data, and Clunky Level Editor Workflows.

🧲 "Magnet" Formatting

Instantly align Blueprint nodes based on execution flow using Shift+Q. Unlike other formatters, BlueLine is Selection-Only, preserving Git history while restoring order.

🧬 Genetic "Clean Graph"

Uses a Genetic Algorithm (Shift+C) to iteratively minimize wire crossings and find the mathematically optimal layout for complex node webs.

🏷️ Semantic Auto-Tagging

Intelligently classifies logic clusters (Combat, AI, Movement) using Shift+T, automatically wrapping them in Smart Color comment boxes.

πŸ›£οΈ Pathfinding (Shift+R)

Enforce 90-degree discipline. Injects reroute knots to convert diagonal spaghetti into clean, orthogonal Manhattan paths.

πŸ”– Graph Bookmarks (Alt+1-9)

Save and instantly navigate to important nodes. Bookmarks persist per graph across editor sessions.

πŸ“¦ Node Snippets (Shift+S)

Save selected nodes as reusable templates. Quickly insert common logic patterns into any graph.

πŸ“¦ Extract to Subsystem πŸ†•

Refactor complex graphs by extracting selected nodes into new Blueprint Subsystems (Shift+B). Creates GameInstance, World, or LocalPlayer managers automatically.

πŸ“ Export to Text πŸ†•

Export Blueprint logic to human-readable text (Shift+E) for debugging, documentation, and AI-assisted analysis. Tree structure with inline pure chains.

🎯 Level Editor Pie Menu πŸ†•

Blender-style radial menu (Alt+S) for the Level Editor viewport. Quick pivot snapping, cursor-based vertex selection, and material-based selection scope.

🎨 Smart Tag Visuals

Transforms generic grey Gameplay Tags into Color-Coded Chips in both the Details Panel and Graph Nodes. Configured via DataAsset for team sync.

πŸ†•

BlueLine v0.4 - Blueprint Subsystems & Text Export

New BlueLineCore module enables creating GameInstance/World/LocalPlayer Subsystems directly in Blueprints. Plus Export to Text (Shift+E) for debugging and AI-assisted workflow.

✨

Latest Updates

Graph Bookmarks (Alt+1-9), Node Snippets (Shift+S), and numerous bug fixes including proper WireStyle support, resolved key binding conflicts, and fixed pin duplication issues.

βœ“

BlueLine v0.4 - Level Editor Tools

BlueLine now unifies Blueprint graph editing and Level Editor viewport workflows. The former "Shift+S" plugin has been fully integrated as the BlueLineLevel module, sharing the same theme system and configuration.

Using BlueLine

Welcome to a cleaner workflow. This section covers the essential first steps for new users to get the most out of BlueLine's intelligence features.

1. Setting Up Colored Tags

BlueLine's visual clarity depends on your Theme Data. By mapping Gameplay Tags to colors, you turn generic grey wires into a color-coded map of your logic.

The Theme Data Asset

The plugin looks for an asset named DA_BlueLineDefault of type BlueLineThemeData.

  1. Create: Right-click in Content Browser → Miscellaneous → Data Asset → BlueLineThemeData.
  2. Configure: Add a new entry to the Tag Styles array.
  3. Define: Set the Tag (e.g., Combat.Damage) and pick a Color (e.g., Bright Red).
  4. Propagate: Enable Apply To Children if you want sub-tags like Combat.Damage.Fire to inherit the same style automatically.
Combat.*
Combat.CriticalHit Inherited Style

2. Mastering Auto-Tagging (Shift+T)

Don't waste time creating comment boxes. Let BlueLine's semantic analyzer do it for you.

The Workflow

Select a messy group of nodes and press Shift+T. BlueLine will:

  • Scan for Function Keywords (Damage, Movement, AI).
  • Analyze Variable Types used in the cluster.
  • Detect Execution Chains that belong together.
  • Wrap them in a Colored Comment Box based on your Theme Data.
// BlueLine Analyzer Log
[Info] Scanning 12 selected nodes...
[Match] Keyword 'Damage' found in 4 nodes.
[Match] Tag 'Combat' mapped to Red.
[Action] Creating Comment: "Combat Logic"
_ Cluster Analysis Complete.
Pro Tip: If the analyzer can't find a strong match, it will use a neutral "Logic Cluster" tag. You can improve detection by using descriptive function names and consistent Gameplay Tags in your variables.

Installation & Build

Because BlueLine modifies the Editor Source (GraphPins, Property Editors, and Level Viewport), it must be compiled with your project.

  1. Copy the BlueLine folder into your project's /Plugins/ directory.
  2. Right-click your .uproject file and strictly select Generate Visual Studio Project Files.
  3. Open `YourProject.sln`.
  4. Build Solution (Ctrl+Shift+B).
  5. Launch Unreal Engine. Enable the plugin in Edit > Plugins.
Important: If you are upgrading from v1.0 or UE 5.3 to UE 5.7+, you must perform a "Clean Build" (Delete Binaries/Intermediate folders) to ensure all four modules register correctly.

Level Editor Tools v0.3

BlueLine now extends into the Level Editor viewport with a radial pie menu for rapid pivot manipulation and intelligent selection. Previously available as the standalone "Shift+S" plugin, these tools are now unified under BlueLine's shared theming system.

Pivot to Center Cursor Bottom Scope ALT + S
The streamlined Pie Menu features Blueprint-style grid, smooth hover animations, and elegant visual hierarchy.

Opening the Pie Menu

In the Level Editor viewport, press Alt+S to open the radial menu at your cursor position. The menu provides four quadrant actions:

↑
Pivot Center

Snaps the pivot point to the center of the selected actor's visual bounds. Ignores billboard and collision components.

β†’
Cursor Snap

Enters precision picker mode with crosshair. Hover over mesh vertices for live preview. Click to snap to exact vertex position.

↓
Pivot Bottom

Snaps the pivot to the bottom-center of the visual mesh. Ideal for props that need to sit flush on the floor.

←
Select Scope

Selects actors with matching materials within radius. World scan happens once; mouse wheel adjusts radius in real-time.

Design Philosophy

Blueprint Aesthetic

Subtle Blueprint-style grid fades toward edges. Clean lines, minimal clutter.

Animated Feedback

Smooth hover interpolation for scale and glow. Center indicator changes color to match selection.

Smart Layout

45Β° diagonal dead zones prevent accidental triggers. Options only activate in their specific quadrant.

Smart Pivot Snapping

BlueLine's pivot tools understand the visual geometry of your meshes, not just bounding boxes.

Intelligent Bounds Calculation

When calculating the center or bottom of an actor, BlueLine ignores non-visual components like:

  • Billboard Components (sprite icons)
  • Collision volumes
  • Hidden editor-only components

This ensures the pivot snaps to the visible mesh, not invisible bounding artifacts.

Container vs. Mesh Handling

Mesh Root (StaticMeshActor)

Uses SetPivotOffset() to move the pivot without changing the mesh position. The actor coordinate stays at the original location.

Container Root (Blueprints)

Physically moves the actor coordinate and counter-offsets all child components. Preserves relative positions of attached meshes.

Material-Based Selection

The Select Scope feature allows rapid selection of visually related actors in your level.

How It Works

  1. Select an actor with a mesh (e.g., a wooden crate).
  2. Open the Pie Menu (Alt+S) and hover over Select Scope.
  3. BlueLine scans the entire level once and caches all actors sharing any material with your selection.
  4. Mouse wheel adjusts the radius (50 - 50,000 units).
  5. Click to select all matching actors within the radius sphere.
Selected Radius: 2000
Select Scope finds actors with matching materials (blue) within the radius. Different materials (red) are ignored.
Performance Note: The world scan happens once when you first hover over "Select Scope". Subsequent radius adjustments only filter the cached results, making the feature responsive even in massive levels.

Magnet Formatting (Shift+Q)

Stop manually dragging nodes pixel-by-pixel. BlueLine introduces the "Soft Align" workflow for localized cleanup.

Before Selection Shift + Q Aligned Flow
Use Shift+Q to snap selected nodes grid-relative to their execution parents.

How it works

The formatter analyzes the Execution Flow and Data Links of the selected nodes. It calculates the optimal Y-position for the shortest possible horizontal connection. If Manhattan Routing is enabled, it will also inject reroute nodes to maintain 90-degree orthogonal paths.

Manhattan Routing (Shift+R)

Blueprint spaghetti is often caused by long, diagonal splines that cross over unrelated nodes. Manhattan Routing enforces 90-degree discipline across your selection.

Legacy Spline Shift + R Orthogonal Route
Shift+R injects UK2Node_Knot (Reroutes) to force connections into clean right angles.

Intelligent Backwards Flow

When routing connections to nodes placed *behind* the source (Backwards Flow), BlueLine automatically calculates a Safe Perimeter to route the wire around the node body, preventing the wire from passing through the node's visual area.

Automatic Safe Perimeter Routing

Key Features

  • 1. Multi-Point Alignment: Automatically calculates the mid-points for L and Z-style bends.
  • 2. Knot Centering: Ensures reroute nodes are perfectly centered between their connected pins.
  • 3. Proximity Awareness: Will not trigger if pins are too close together, preventing "knot clusters" in tight spaces.

Graph Bookmarks Alt+1-9

Save and instantly navigate to important nodes in your Blueprint graphs. Bookmarks persist per graph across editor sessions, stored in Saved/BlueLineBookmarks.json.

πŸ”–

Keyboard Shortcuts

Alt+1-9 β€” Set bookmark at selected node
1-9 β€” Jump to bookmark
Alt+0 β€” Clear all bookmarks

How It Works

  1. 1 Select a node in any Blueprint graph.
  2. 2 Press Alt+1-9 to save the bookmark (e.g., Alt+5 saves to slot 5).
  3. 3 Press 1-9 anytime to jump directly to that node.

Features

πŸ“
Node-Based

Bookmarks reference nodes by GUID, so they survive node repositioning.

πŸ’Ύ
Persistent

Saved per graph in Saved/BlueLineBookmarks.json.

🧹
Auto-Cleanup

Stale bookmarks are automatically removed when nodes are deleted.

πŸ—‘οΈ
Asset Tracking

Bookmarks are cleaned up when Blueprint assets are deleted.

Note: Changed from Ctrl+1-9 to Alt+1-9 in recent versions to avoid conflict with Unreal Engine's viewport camera bookmarks.

Node Snippets Shift+S / Shift+I

Save selected nodes as reusable templates that can be quickly inserted into any graph. Perfect for commonly used logic patterns, function templates, or node setups.

πŸ“¦

Keyboard Shortcuts

Shift+S β€” Create snippet from selection
Shift+I β€” Insert a saved snippet

Creating a Snippet

  1. 1 Select nodes in any Blueprint graph (can include events, functions, variables).
  2. 2 Press Shift+S to open the snippet creation dialog.
  3. 3 Enter a name and click OK. The snippet is saved to Saved/BlueLineSnippets.json.

Inserting a Snippet

  1. 1 Press Shift+I in any graph to insert the most recently used snippet.
  2. 2 Nodes are recreated with connections preserved between them.
  3. 3 The new nodes are automatically selected for easy repositioning.

Snippet Features

πŸ”—
Connection Preservation

Internal node connections are maintained when inserting.

πŸ“‚
Categorized

Organize snippets by category for easy browsing.

πŸ“€
Export/Import

Share snippets with team members via JSON files.

πŸ“Š
Usage Tracking

Tracks how often each snippet is used.

Clean Graph (Shift+C)

For large, tangled logic webs, the Genetic Algorithm finds the global optimum for node placement and wire routing.

Gen 0
Crossing Detected
Gen 150 (Fittest)
Score: 98.4%
The Genetic Engine (Shift+C) simulates 150 generations of node layouts to minimize wire length and overlap.

The Evolutionary Process

Unlike standard formatters that use fixed rules, BlueLine's Genetic Algorithm (GA) performs a simulation:

  • 1. Population: It spawns 50 randomized "Genomes" of your selected nodes.
  • 2. Scoring: Each genome is penalized for wire crossings, backward flow, and excessive whitespace.
  • 3. Selection: The fittest layouts are kept; the weakest are discarded.
  • 4. Mutation: Winners are "bred" with small positional mutations to find the local maxima of readability.

Semantic Auto-Tag (Shift+T)

BlueLine uses Semantic Heuristics to understand what your code does, automatically grouping it into themed Comment Boxes.

Identified Markers

Combat.Damage AI.Perception Movement.Input

"Detected 'Health', 'Damage', and 'Attack' nodes. Classifying as Combat Logic."

✨ Combat Logic
Shift+T analyzes node titles and variable types to cluster nodes into semantic Comment Boxes.

Heuristic Intelligence

The FBlueLineSmartTagAnalyzer looks for patterns across the graph:

  • Naming: Matches keywords in function names (e.g., "Projectile" → Combat, "Sound" → Audio).
  • Connectivity: Groups nodes that are physically linked, even if they share no common keywords.
  • Theme Sync: Uses the colors defined in your BlueLineThemeData asset to style the resulting comment boxes.

Smart Tags (Details Panel)

BlueLine hijacks the Details Panel for GameplayTags to inject visual context. It replaces the standard textual row with a composite widget.

Damage.Tag Status.Fire.Burn
The Details Panel row displays a Color Strip, the Tag Picker, the Color Config, and Inheritance Checkbox side-by-side.

Colored Pins (Graph Editor)

Using the custom FBlueLineGraphPinFactory, the plugin also injects styling into the Blueprint Graph itself.

Make Gameplay Tag Tag Status.Fire.Burn
A Graph Node utilizing the "Loud" Border style to highlight the tag color.

Pin Context Menu

For fine-grained control, BlueLine extends the standard Blueprint pin context menu with localized actions.

Pin Actions
Break Link
Promote to Variable
⚑ Straighten Connections BlueLine
Intelligence Check: Safe to straighten. No overlapping logic detected in this sector.
Right-click any Pin to access the "Straighten Connections" command for that specific link.

Intelligence (IQ) Check

BlueLine won't blindly insert knots if it would make the graph worse. Before straightening, the engine performs a sector scan:

  • Collision Detection: If a new Manhattan path would pass directly through an existing node, the action is cancelled.
  • Overlap Prevention: If the horizontal distance is less than 64 units, it keeps the spline to avoid a "knot on top of pin" visual glitch.
  • Pathfinding: It searches for the "cleanest" side (top vs bottom) to route around obstacles.

Team Setup

BlueLine uses a DataAsset to sync colors across the team. This ensures that if the Lead Designer marks "Status.Dead" as Black, every other developer sees Black instantly.

Step 1: Create the Asset

  1. In the Content Browser, right-click and select Miscellaneous > Data Asset.
  2. Search for BlueLineThemeData.
  3. Crucial: Name the file DA_BlueLineDefault.
  4. Place it anywhere in your Content folder (The plugin uses Asset Registry search to find it).

Step 2: Configure Rules

Open the asset and add entries to the Tag Styles array.

Rule Example:
- Tag: Status
- Color: Green
- ApplyToChildren: True

Result: Status, Status.Buff, and Status.Buff.Heal will all turn Green automatically.

πŸ†• Level Editor Settings (v0.4)

BlueLineLevel uses the same BlueLineThemeData asset. Future versions will apply theme colors to viewport selection highlights and debug drawing.

Runtime Debugging

BlueLine exposes a static library to draw colored debug text in the game world, using the same colors defined in your editor Data Asset.

C++ Usage

#include "Debug/BlueLineDebugLib.h"

void AMyCharacter::Tick(float DeltaTime)
{
    // Draw "Status.Frozen" in Cyan (if defined in DataAsset) above the character
    UBlueLineDebugLib::DrawBlueLineDebugTag(
        this, 
        CurrentStateTag, 
        GetActorLocation() + FVector(0,0,100)
    );
}

Blueprint Usage

Search for the node "Draw BlueLine Debug Tag".

Extract to Subsystem Shift+B

Refactor complex Blueprint graphs by extracting selected nodes into dedicated Blueprint Subsystems. This feature automates the creation of GameInstance, World, or LocalPlayer managers, promoting cleaner architecture and better separation of concerns.

πŸ’‘

What are Subsystems?

Unreal Engine Subsystems are automatically instantiated manager classes with lifecycles tied to GameInstance, World, or LocalPlayer. They're perfect for systems that need to persist across level transitions (save systems, achievement managers, input handlers) without being tied to specific actors.

How It Works

1

Select Nodes

In any Blueprint graph, select the nodes you want to extract into a subsystem. The selection can include events, functions, variables, and pure calculation chains.

2

Press Shift+B

Or right-click and select "Extract to Subsystem" from the BlueLine Graph context menu.

3

Configure & Save

Choose a destination path and name. The system creates a new Blueprint inheriting from BlueLineGameInstanceSubsystem by default.

4

Edit & Connect

The new Blueprint opens automatically. The selected nodes are copied to the subsystem's event graph, ready for further refinement.

Subsystem Types

Type Lifecycle Best For
GameInstance Game Session Save systems, achievement managers, analytics, cross-level data persistence
World Level/World Level-specific rules, world event managers, per-level audio managers
LocalPlayer Per Player Per-player input managers, player-specific UI controllers, split-screen HUD

Visual Example

Original Graph (Messy)
Event BeginPlay
└─→
Load Save Data ← [20 nodes]
└─→
Init Achievements ← [15 nodes]
└─→
Setup Analytics ← [10 nodes]
After Extraction (Clean)
Event BeginPlay
└─→
Get GameInstance Subsystem
└─→
Initialize Systems
BP_SaveManager subsystem created with all 45 nodes moved there
Extracting initialization logic into a dedicated GameInstance Subsystem

Export to Text Shift+E

Transform visual Blueprint graphs into human-readable text for debugging, documentation, code reviews, and AI-assisted analysis. The exporter flattens nested logic into an easy-to-follow tree structure.

πŸ€–

AI-Ready Output

The exported text is optimized for LLM tools like ChatGPT, Claude, and Copilot. Because the exporter flattens nested pure node chains into inline expressions, AI understands the logic far better than from screenshots or raw graph data.

How It Works

  1. 1 Open any Blueprint graph in the editor.
  2. 2 Press Shift+E or right-click β†’ "Export to Text" from the BlueLine Graph menu.
  3. 3 Choose save location in the file dialog (defaults to [Project]/BlueprintExports/).
  4. 4 Open the .txt file in any text editor or paste into your AI tool of choice.

Example Output

BP_Player_Logic.txt Exported Text
=== Blueprint Export: BP_Player ===
Export Type: Full Graph
Total Nodes: 42

Event BeginPlay
└─ then β†’
  Set Max Health (MaxHealth = 100.0)
  └─ then β†’
    Set Current Health (CurrentHealth = MaxHealth)
    └─ then β†’
      Initialize UI (Widget = Create Widget, Class = WBP_HUD)

Event TakeDamage
  Take Damage (Damage = 10.0, DamageType = DamageType_Fire)
  └─ then β†’
    Apply Damage (Target = Self, BaseDamage = Damage)
    └─ then β†’
      Branch (Condition = CurrentHealth <= 0)
      └─ true β†’
        Play Death Animation (Animation = Death_Fire)
        └─ then β†’
          Destroy Actor (Target = Self)
      └─ false β†’
        Update Health Bar (Percent = CurrentHealth / MaxHealth)

Event OnHeal
  Heal (Amount = Clamp (Value = Float + Float, Min = 0, Max = MaxHealth - CurrentHealth))
  └─ then β†’
    Set Current Health (CurrentHealth = CurrentHealth + Amount)

Features

πŸ“₯ Tree Structure Visualization

Uses Unicode box-drawing characters (└─ β†’) to show execution flow hierarchy clearly.

⚑ Pure Node Expansion

Math operations, variable getters, and conversions are expanded inline for complete visibility.

πŸ“ Smart Input Detection

Automatically detects literal values, default values, and connected pin values.

🌐 Full Graph Coverage

Exports Event Graphs, User Functions, Macros, and Interfaces comprehensively.

Use Cases

  • βœ“ Debugging: See full logic flow without clicking through dozens of nodes
  • βœ“ Code Reviews: Share logic via text instead of screenshots in PRs
  • βœ“ Documentation: Generate human-readable docs from Blueprints automatically
  • βœ“ AI Assistance: "Optimize this logic", "Rewrite in C++", "Find bugs"
  • βœ“ Understanding: Quickly grasp complex Blueprints written by others

Blueprint Subsystems Runtime Module

The BlueLineCore module provides Blueprint-friendly base classes for creating Unreal Engine Subsystems. Create GameInstance, World, and LocalPlayer managers directly in Blueprint without writing C++.

πŸ› οΈ

No C++ Required

Inherit from BlueLine's base classes in Blueprint to create professional-grade Subsystems. All the lifecycle management is handled automaticallyβ€”just implement the Blueprint events.

Available Base Classes

UBlueLineGameInstanceSubsystem

Parent: UGameInstanceSubsystem
GAME-WIDE

Persists for the entire game session. Perfect for managers that need to survive level transitions.

Blueprint Events:
  • β€’ Event OnInitialize β€” Called when subsystem is created
  • β€’ Event OnDeinitialize β€” Called when game shuts down
  • β€’ GetGameInstance β€” Returns owning GameInstance
Use Cases: Save/Load systems, Achievement managers, Analytics, Cross-level data persistence

UBlueLineWorldSubsystem

Parent: UWorldSubsystem
PER-LEVEL

Created when a world/level loads, destroyed when it unloads. Ideal for level-specific logic.

Blueprint Events:
  • β€’ Event OnInitialize / OnDeinitialize
  • β€’ Event OnPostInitialize β€” After all subsystems ready
  • β€’ Event OnWorldBeginPlay β€” When gameplay starts
  • β€’ Event OnUpdateStreamingState β€” For level streaming
Use Cases: Level-specific rules, World event managers, Per-level audio, Dynamic difficulty

UBlueLineLocalPlayerSubsystem

Parent: ULocalPlayerSubsystem
PER-PLAYER

One instance per local player. Essential for split-screen multiplayer where each player needs their own managers.

Blueprint Events:
  • β€’ Event OnInitialize / OnDeinitialize
  • β€’ GetLocalPlayer β€” Returns owning LocalPlayer
  • β€’ GetPlayerController β€” Returns associated controller
Use Cases: Per-player input managers, Player UI controllers, Split-screen HUD, Local profiles

Creating a Subsystem

  1. 1 Create Blueprint: Right-click in Content Browser β†’ Create Blueprint
  2. 2 Choose Parent: Select BlueLineGameInstanceSubsystem (or World/LocalPlayer variant) as the parent class
  3. 3 Name it: Use descriptive name like BP_SaveManager or BP_AudioManager
  4. 4 Implement: Override the OnInitialize event to set up your system
  5. 5 Access: Use Get GameInstance Subsystem node anywhere to access your manager

Accessing Subsystems

Blueprint Example
// Get your custom subsystem from any Blueprint
UGameInstanceSubsystem* Subsystem = GetGameInstanceSubsystem(BP_SaveManager);

// Call custom functions you've defined
Subsystem->SaveGame();
Subsystem->LoadGame();
Subsystem->DeleteSaveSlot(SlotName);

Module Dependency Graph

BlueLine is architected to separate Runtime logic (shipping with the game) from Editor logic (tools). This prevents packaging errors and ensures a lightweight footprint in builds.

BlueLineCore ThemeData, DebugLib BlueLineCore Subsystem Bases πŸ†• BlueLineSmartTags Type: Editor BlueLineGraph Type: Editor BlueLineLevel Type: Editor ThemeData Styles Creates BP Subsystems
v0.4 Architecture: BlueLineCore (green) provides Blueprint Subsystem bases. Editor modules create Blueprints inheriting from these classes.

BlueLineCore

Contains the UBlueLineThemeData definition and the static function library UBlueLineDebugLib. It serves as the single source of truth for colors used by both the Editor and the Runtime game client. v0.4: Now also hosts the shared FBlueLineStyle system for unified iconography.

BlueLineCore v0.4

Provides Blueprint Subsystem base classes (UBlueLineGameInstanceSubsystem, UBlueLineWorldSubsystem, UBlueLineLocalPlayerSubsystem). Enables creating Unreal Engine Subsystems in Blueprint without C++.

BlueLineSmartTags

The "Brains" of the plugin. Contains the FBlueLineSmartTagAnalyzer, which performs asynchronous semantic parsing of graph structures to suggest and apply tags/styles automatically.

BlueLineGraph

The "Hands" of the Blueprint tools. Implements the FBlueLineManhattanRouter for orthogonal wire management and the FBlueLineGraphCleaner Genetic Engine. It handles all low-level Slate interaction and node manipulation.

BlueLineLevel v0.4

The "Eyes" for the Level Editor. Provides viewport-based tools including the radial pie menu (Alt+S), smart pivot snapping, vertex-precision cursor picking, and material-based selection scope. Formerly the standalone "Shift+S" plugin.

BlueLineCore v0.4

Provides Blueprint-friendly Subsystem base classes. Enables developers to create GameInstance, World, and LocalPlayer Subsystems directly in Blueprint without C++. These bases hook into Unreal's native Subsystem lifecycle management.

The Manhattan Routing Engine

BlueLine replaces standard Blueprint splines with intelligent, 90-degree orthogonal paths. This is achieved via a Dynamic Knot Injection system.

1. Path Calculation

The router calculates a multi-point "Z-bend" or "L-bend" based on the relative distance between pins. It handles backwards flow by creating a "Safe Loop" to prevent tangling.

2. Knot Persistence

Unlike transient visual-only fixes, BlueLine injects real UK2Node_Knot (Reroute) nodes. This ensures the layout remains clean across editor restarts and team commits.

The "Magnet" Algorithm (Soft Align)

The formatter (Shift+Q) uses a heuristic approach rather than a solver. It does not try to solve the whole graph; it solves local constraints based on user selection.

Parent Node Target Y (Pin Aligned) Min X (Padding)

Logic Flow

  • Prioritization: The algo scans Input Pins. Exec pins take priority over Data pins.
  • Y-Axis (Alignment): TargetY = Parent.Y + Offset. It attempts to make the wire perfectly horizontal.
  • X-Axis (Spacing): TargetX = Parent.X + Width + Padding. It ensures nodes never overlap, pushing child nodes to the right if necessary.
  • Snap: Final coordinates are rounded to the nearest Grid Unit (16px) for cleanliness.

UE 5.7 Implementation Nuances

Developing for Unreal Engine 5.7 requires specific architectural patterns to maintain compatibility with new editor systems:

ToolMenus API
UE 5.7 has moved away from legacy FExtender delegates in favor of the UToolMenus system. BlueLine now registers its context menu entries (like "Spawn Messy Demo") using the modern GraphEditor.GraphContext hook to ensure visibility in all sub-graph types.
Module Phases
The BlueLineSmartTags module loads in the Default phase but manually triggers LoadModuleChecked("GraphEditor"). This ensures that the engine's menu systems are fully initialized before the plugin attempts to inject its custom commands.
v0.3 Level Module
The new BlueLineLevel module loads in PostEngineInit to ensure the LevelEditor module is fully initialized before binding the Alt+S command to viewport actions.

Troubleshooting

Issue 1: Tags are "Hot Pink" (Magenta)

If your Graph Pins or Runtime Debug text appear as a uniform, bright pink (Magenta), the plugin cannot find your configuration file.

Status.Fire AssetRegistry Search MISSING FILE BlueLineThemeData
Use of Magenta (1,0,1) indicates the DataAsset lookup returned nullptr.

Solution

  1. Check your Content Browser. Do you have a file created from class BlueLineThemeData?
  2. Naming Convention: Ensure it is named DA_BlueLineDefault.
  3. Save & Restart: If you just created it, the Registry might be stale. Save the asset and Restart the Editor.

Issue 2: "Spawn Messy Demo" is Missing

You right-click in the graph but the "BlueLine Demo" section does not appear.

  • Graph Focus: Ensure you are clicking on the background of the graph, not a node.
  • Module Status: Check the Output Log for "BlueLineSmartTags: Registering...". If it is missing, the module failed to load due to a dependency mismatch.
  • Rebuild: If you are using C++, perform a full rebuild to ensure ToolMenus is correctly linked.

Issue 3: "Shift+T" (Auto-Tag) Fails

The command runs, but no comment boxes are created.

  • Cluster Size: Auto-Tag ignores clusters of fewer than 3 nodes to prevent "noise" on small snippets.
  • Semantic Density: If the nodes are purely generic (e.g., just Float Math without context), the analyzer might not have enough confidence to suggest a tag.
  • Knot Links: Ensure you are using the latest version of BlueLine that supports Knot-traversal for cluster detection.

Issue 4: "Alt+S" Doesn't Open Pie Menu πŸ†•

You press Alt+S in the Level Editor, but nothing happens.

  • Viewport Focus: The pie menu requires the Level Editor viewport to have focus. Click in the viewport first, then press Alt+S.
  • Module Loaded: Check the Output Log for "BlueLineLevel: Module Started." If missing, the module may have failed to load.
  • Shortcut Conflict: Another plugin or Editor Preference might be using Alt+S. Check Editor Preferences > Keyboard Shortcuts and search for "BlueLine Level".
  • Selection Required: Some pie menu actions require an actor to be selected first. Try selecting a Static Mesh Actor, then opening the menu.

Issue 5: Graph Pins are Generic Grey

You created a Gameplay Tag pin, but it looks like a standard, uncolored dropdown. This is a Factory Priority issue ("Shadowing").

VisualPinFactory Stack (LIFO) 1. BlueLineFactory 2. Engine Default Factory ⚠️ Engine shadowed Plugin 1. Engine Default Factory 2. BlueLineFactory βœ… Plugin Handles Pin First
Unreal checks Factories in Reverse Order. BlueLine must load AFTER the Engine module to sit on top.

Solution

  • Restart Required: StartupModule() registers the factory. If you compiled via Live Coding, the registration code did not run. Restart the editor.
  • PreDefault Loading: Open BlueLine.uplugin. Ensure the BlueLineGraph module has "LoadingPhase": "PreDefault". This forces it to register early, but we rely on dependency ordering (see below) to ensure we end up on top.
  • Dependencies: Ensure BlueLineGraph.Build.cs includes "GameplayTagsEditor". This forces the Engine module to load first, so when your module loads second, your factory is pushed to the top of the stack.

Issue 6: "Shift+Q" Does Nothing

You press the hotkey, but nodes do not move. The Output Log shows nothing.

Common Causes

Focus Issues

The command only triggers if the Graph Editor has focus. If you clicked a Toolbar button or a different window, focus is lost.

Fix: Click empty space in the graph before pressing Shift+Q.

Engine Shortcut Conflicts

Another plugin or Editor Preference might be using Shift+Q.

Fix: Go to Editor Preferences > Keyboard Shortcuts, search for "Soft Align", and rebind it.

Issue 7: Compilation Errors (UE 5.7)

If you are modifying source code, note the strict API changes in 5.7.

C3668: CreateConnectionPolicy override not found

This function was removed from FGraphPanelNodeFactory in 5.7. Do not attempt to override it. Remove it from your header.

C2664: MakeGameplayTagWidget cannot convert...

The FGameplayTagWidgetSettings struct is deprecated. You must use the direct function signature: MakeGameplayTagWidget(Delegate, InitialPtr, FilterString).

LNK2019: Unresolved External Symbol FGameplayTag::StaticStruct

Your module is using Gameplay Tags but forgot to link the library. Add "GameplayTags" to `PublicDependencyModuleNames` in your `Build.cs` file.

LNK2019: Unresolved External Symbol IPluginManager::Get

BlueLineCore needs the Projects module for the shared style system. Add "Projects" to PrivateDependencyModuleNames in BlueLineCore.Build.cs.

Budapest, HU

GregOrigin

Created by Andras Gregori @ Gregorigin, a single dad currently based outside Budapest, HU.

"Building tools that empower creators to shape worlds."