Overview
BlueLine is a professional productivity suite for Unreal Engine 5.5+, designed to solve the three biggest frictions in professional Unreal development: Messy Blueprint Graphs, Invisible Data, and Clunky Level Editor Workflows.
Instantly align Blueprint nodes based on execution flow using Shift+Q. Unlike other formatters, BlueLine is Selection-Only, preserving Git history while restoring order.
Uses a Genetic Algorithm (Shift+Alt+C) to iteratively minimize wire crossings and find the mathematically optimal layout for complex node webs.
Intelligently classifies logic clusters (Combat, AI, Movement) using Shift+Alt+T, automatically wrapping them in Smart Color comment boxes.
Enforce 90-degree discipline. Injects reroute knots to convert diagonal spaghetti into clean, orthogonal Manhattan paths.
Save and instantly navigate to important nodes. Bookmarks persist per graph across editor sessions.
Save selected nodes as reusable templates. Quickly insert common logic patterns into any graph.
Refactor complex graphs by extracting selected nodes into new Blueprint Subsystems (Shift+Alt+B). Creates GameInstance, World, or LocalPlayer managers automatically.
Export Blueprint logic to human-readable text (Shift+Alt+E) for debugging, documentation, and AI-assisted analysis. Tree structure with inline pure chains.
Blender-style radial menu (Shift+Alt+X) for the Level Editor viewport. Quick pivot snapping, cursor-based vertex selection, and material-based selection scope.
Transforms generic grey Gameplay Tags into Color-Coded Chips in both the Details Panel and Graph Nodes. Configured via DataAsset for team sync.
BlueLine v1.1.1 - Blueprint Subsystems & Text Export
New BlueLineCore module enables creating GameInstance/World/LocalPlayer Subsystems directly in Blueprints. Plus Export to Text (Shift+Alt+E) for debugging and AI-assisted workflow.
Latest Updates
Graph Bookmarks (Alt+1-9 set, Alt+Shift+1-9 jump), Node Snippets (Shift+Alt+S / Shift+Alt+I), headless automation fixes, safer graph cleanup, and conflict-safe command bindings.
BlueLine v1.1.1 - Level Editor Tools
BlueLine now unifies Blueprint graph editing and Level Editor viewport workflows. The former standalone viewport 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.
- Create: Right-click in Content Browser → Miscellaneous → Data Asset →
BlueLineThemeData. - Configure: Add a new entry to the
Tag Stylesarray. - Define: Set the Tag (e.g.,
Combat.Damage) and pick a Color (e.g., Bright Red). - Propagate: Enable
Apply To Childrenif you want sub-tags likeCombat.Damage.Fireto inherit the same style automatically.
2. Mastering Auto-Tagging (Shift+Alt+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+Alt+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.
Installation & Build
Because BlueLine modifies the Editor Source (GraphPins, Property Editors, and Level Viewport), it must be compiled with your project.
- Copy the
BlueLinefolder into your project's/Plugins/directory. - Right-click your
.uprojectfile and strictly select Generate Visual Studio Project Files. - Open `YourProject.sln`.
- Build Solution (Ctrl+Shift+B).
- Launch Unreal Engine. Enable the plugin in Edit > Plugins.
Level Editor Tools v1.1.0
BlueLine now extends into the Level Editor viewport with a radial pie menu for rapid pivot manipulation and intelligent selection. Previously available as a standalone viewport tool, these tools are now unified under BlueLine's shared theming system.
Opening the Pie Menu
In the Level Editor viewport, press Shift+Alt+X 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.
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
45° 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
- Select an actor with a mesh (e.g., a wooden crate).
- Open the Pie Menu (
Shift+Alt+X) and hover over Select Scope. - BlueLine scans the entire level once and caches all actors sharing any material with your selection.
- Mouse wheel adjusts the radius (50 - 50,000 units).
- Click to select all matching actors within the radius sphere.
Magnet Formatting (Shift+Q)
Stop manually dragging nodes pixel-by-pixel. BlueLine introduces the "Soft Align" workflow for localized cleanup.
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+Alt+R)
Blueprint spaghetti is often caused by long, diagonal splines that cross over unrelated nodes. Manhattan Routing enforces 90-degree discipline across your selection.
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.
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.
Schematic Topology (Advanced Rendering)
BlueLine now includes a complete visual replacement for standard Unreal Engine splines, engineered to provide perfect schematic layouts with zero node-tangling.
Orthogonal wires dynamically trace around unrelated nodes in their path rather than striking through them.
Parallel overlapping wires are automatically fanned out with perfect 12px offsets, creating distinct hardware-style logic buses.
Intersecting wires visually break and form "jump arcs" so it is absolutely clear they do not physically connect.
Hovering a pin instantly thickens and brightens the entire connected logic chain while aggressively dimming the rest of the graph for maximum visibility. The Slice Line (Alt-Click) is fully supported with these new shapes.
Wireless Data Nodes
Transmit execution and data across massive distances with zero visual clutter and zero runtime cost.
- 1 Add a Wireless Send node and define a custom Channel Name.
- 2 Add a Wireless Receive node elsewhere and type the same Channel Name.
- 3 During compilation, the system resolves the link mathematically and completely strips the node logic, passing your raw data with no performance overhead.
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.
Keyboard Shortcuts
How It Works
- 1 Select a node in any Blueprint graph.
- 2 Press Alt+1-9 to save the bookmark (e.g., Alt+5 saves to slot 5).
- 3 Press Alt+Shift+1-9 anytime to jump directly to that node.
Features
Bookmarks reference nodes by GUID, so they survive node repositioning.
Saved per graph in Saved/BlueLineBookmarks.json.
Stale bookmarks are automatically removed when nodes are deleted.
Bookmarks are cleaned up when Blueprint assets are deleted.
Node Snippets Shift+Alt+S / Shift+Alt+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.
Keyboard Shortcuts
Creating a Snippet
- 1 Select nodes in any Blueprint graph (can include events, functions, variables).
- 2 Press Shift+Alt+S to open the snippet creation dialog.
-
3
Enter a name and click OK. The snippet is saved to
Saved/BlueLineSnippets.json.
Inserting a Snippet
- 1 Press Shift+Alt+I in any graph to insert the most recently used snippet.
- 2 Nodes are recreated with connections preserved between them.
- 3 The new nodes are automatically selected for easy repositioning.
Snippet Features
Internal node connections are maintained when inserting.
Organize snippets by category for easy browsing.
Share snippets with team members via JSON files.
Tracks how often each snippet is used.
Clean Graph (Shift+Alt+C)
For large, tangled logic webs, the Genetic Algorithm finds the global optimum for node placement and wire routing.
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+Alt+T)
BlueLine uses Semantic Heuristics to understand what your code does, automatically grouping it into themed Comment Boxes.
Identified Markers
"Detected 'Health', 'Damage', and 'Attack' nodes. Classifying as Combat Logic."
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
BlueLineThemeDataasset to style the resulting comment boxes.
Colored Pins (Graph Editor)
Using the custom FBlueLineGraphPinFactory, the plugin also injects styling into the Blueprint Graph itself.
Pin Context Menu
For fine-grained control, BlueLine extends the standard Blueprint pin context menu with localized actions.
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
- In the Content Browser, right-click and select Miscellaneous > Data Asset.
- Search for
BlueLineThemeData. - Crucial: Name the file
DA_BlueLineDefault. - 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.
- Tag:
Status- Color:
Green- ApplyToChildren:
True
Result: Status, Status.Buff, and Status.Buff.Heal will all turn Green automatically.
🆕 Level Editor Settings (v1.1.0)
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+Alt+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.
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
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.
Press Shift+Alt+B
Or right-click and select "Extract to Subsystem" from the BlueLine Graph context menu.
Configure & Save
Choose a destination path and name. The system creates a new Blueprint inheriting from BlueLineGameInstanceSubsystem by default.
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
Export to Text Shift+Alt+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.
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 Open any Blueprint graph in the editor.
- 2 Press Shift+Alt+E or right-click → "Export to Text" from the BlueLine Graph menu.
-
3
Choose save location in the file dialog (defaults to
[Project]/BlueprintExports/). - 4 Open the .txt file in any text editor or paste into your AI tool of choice.
Example Output
=== Blueprint Export: BP_Player ===
Export Type: Full Graph
Total Nodes: 42
Event BeginPlay
└─ then →
Set Max Health (MaxHealth = 100.0)
└─ then →
Set Current Health (CurrentHealth = MaxHealth)
└─ then →
Initialize UI (Widget = Create Widget, Class = WBP_HUD)
Event TakeDamage
Take Damage (Damage = 10.0, DamageType = DamageType_Fire)
└─ then →
Apply Damage (Target = Self, BaseDamage = Damage)
└─ then →
Branch (Condition = CurrentHealth <= 0)
└─ true →
Play Death Animation (Animation = Death_Fire)
└─ then →
Destroy Actor (Target = Self)
└─ false →
Update Health Bar (Percent = CurrentHealth / MaxHealth)
Event OnHeal
Heal (Amount = Clamp (Value = Float + Float, Min = 0, Max = MaxHealth - CurrentHealth))
└─ then →
Set Current Health (CurrentHealth = CurrentHealth + Amount)
Features
📥 Tree Structure Visualization
Uses Unicode box-drawing characters (└─ →) to show execution flow hierarchy clearly.
⚡ Pure Node Expansion
Math operations, variable getters, and conversions are expanded inline for complete visibility.
📝 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
- ✓ Debugging: See full logic flow without clicking through dozens of nodes
- ✓ Code Reviews: Share logic via text instead of screenshots in PRs
- ✓ Documentation: Generate human-readable docs from Blueprints automatically
- ✓ AI Assistance: "Optimize this logic", "Rewrite in C++", "Find bugs"
- ✓ Understanding: Quickly grasp complex Blueprints written by others
Advanced Wire Style v1.1.0
BlueLine introduces professional connection styling to the Unreal Editor, transforming legacy spline diagonals into clean, readable schematic diagrams.
📐 Gridline Wire Style & Bridges
Refactored connection rendering drawing polylines as strictly orthogonal, grid-snapped lines with mathematically rounded corners (bezier bends). Includes visual crossover "bridges/bumps" to easily trace intersecting wires.
📏 Strict Node Alignment
Forces node formatting to snap to a uniform 16-unit vertical grid. Traces parent-to-child execution pins to align nodes into perfectly straight horizontal rows for a clean "circuit board" style graph layout.
🛣️ Wire Spacing & Bus Routing
Staggers parallel vertical or horizontal wires with offset spacing, preventing lines from overlapping and forming hard-to-read bundles.
🧲 Magnetic Snapping
Connection splines automatically pull your cursor toward valid nearby pins when dragging wires, minimizing missed connections and speed editing.
Slate Setup Wizard v1.1.0
BlueLine introduces a dark blue & cyan natively styled config dialog that pops up on first launch to facilitate team-wide preferences synchronization.
Team Configurations Syncing
Rather than forcing each developer to copy configuration files manually, the Setup Wizard leverages the BlueLineThemeData asset system. When a lead configure parameters in the setup widget and hits Apply & Close, the configuration writes back to project-wide settings which are easily checked in via source control.
The wizard dialog remains accessible on-demand inside the Unreal Editor toolbar menu via: Window > BlueLine Setup Wizard.
Snippet Manager Tab v1.1.0
Manage, edit, export, and instantly inject your saved logic blocks directly from a dockable Editor Tab.
Dockable Snippet Panel
Open the Snippet Manager tab via the menu option: Window > Tools > Snippet Manager.
Unlike the keybindings (Shift+Alt+S / Shift+Alt+I) which perform fast saving/inserting of the latest selection, the Snippet Manager serves as a permanent, searchable visual library. Here you can categorize snippets, edit their JSON payload metadata, export selections to transfer to other developer setups, or double-click items to drop logic chains directly at the graph cursor coordinate.
Real-Time Auto-Routing & Spawning v1.1.0
Real-time graph monitoring dynamically shapes newly added wire connections and provides instant testing environments.
Real-Time Hook System
Rather than manually running formatters on every single wire connection, the editor module integrates the FBlueLineConnectionInterceptor. Using the low-level FCoreUObjectDelegates::OnObjectModified delegate, BlueLine detects whenever new connections are written to any Blueprint graph.
If the bAutoRouteNewConnections preference is active in your project configurations, the interceptor immediately triggers. It identifies the target node, performs a fast proximity & collision check, aligns the node vertically or horizontally relative to the execution origin, and routes the new connection orthogonally without displacing adjacent elements.
Spawn Messy Demo Command
To easily test or demonstrate these features, right-click in empty space within any Blueprint Event Graph and select "Spawn Messy Demo". This command instantiates a chaotic sequence of arithmetic, logic, and execution nodes linked via diagonal wire crossings. Use this generated demo graph to witness the power of Magnet Formatting (Shift+Q), Manhattan Routing (Shift+Alt+R), or Genetic Cleaning (Shift+Alt+C).
Wireless Named Reroutes v1.1.0
Declutter massive blueprint graphs by turning standard physical splines into wireless named nodes with zero compiler overhead.
How Wireless Named Reroutes Work
When massive nodes need data references across distant areas of a graph, developers usually resort to long splines or creating local variables. BlueLine introduces Wireless Named Reroutes directly within native UK2Node_Knot (Reroute) nodes.
- Create standard Reroute Nodes: Place reroutes at both the source (sender) and destination (receiver) pins.
-
Apply comments: Input the exact same non-empty comment label (e.g.
PlayerRef) to both nodes. - Spline Suppression: The compiler module recognizes matching comments and automatically hides/suppresses the visual wire spline.
- Compile-time Resolution: When the Blueprint compiles, the graph generator maps the pins directly as a standard local connection. This resolves the reference with **absolute zero runtime cost or footprint**, keeping your game fast while keeping the editor graph clean.
Headless Blueprint Linter (CI/CD) v1.1.0
Enforce project-wide blueprint coding guidelines automatically in your continuous integration systems. The headless commandlet reads linter preferences and fails automated builds if code smells exceed thresholds.
Invocation Example
To run the commandlet inside your build pipeline, call the Unreal Automation Tool or commandlet wrapper:
UnrealEditor-Cmd.exe MyProject.uproject -run=BlueLineLinterCommandlet -CheckAll -Strict
0 on success, or 1 if unresolved errors (e.g. tick abuse or depth violations) are discovered, allowing your CI runner to cancel deployment.
Module Dependency Graph
BlueLine is designed with Zero Runtime Footprint. All modules compile exclusively for the editor (Type: Editor), meaning the plugin does not ship code with your packaged game and adds absolutely zero runtime overhead.
BlueLineCore
The centralized base module containing settings (UBlueLineEditorSettings), shared theme presets (UBlueLineThemeData), and shared Slate style registration (FBlueLineStyle). Replaced previous runtime configurations to ensure zero runtime impact.
BlueLineSmartTags
Performs asynchronous semantic graph parsing using FBlueLineSmartTagAnalyzer. Identifies node clusters and styles semantic regions using comment boxes.
BlueLineGraph
Implements low-level node graph utilities, including FBlueLineManhattanRouter, the Genetic format engine (FBlueLineGraphCleaner), wire snapping, and keyboard shortcut listeners.
BlueLineLevel
Contains viewport extensions including radial selection pie menus (Shift+Alt+X), vertex snaps, and similar-material selection scopes.
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.
Logic Flow
- Prioritization: The algo scans Input Pins.
Execpins 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 5.5+ Nuances
Developing for Unreal Engine 5.5+ requires specific architectural patterns to maintain compatibility with new editor systems:
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.
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.
BlueLineLevel module loads in PostEngineInit to ensure the LevelEditor module is fully initialized before binding the Shift+Alt+X 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.
Solution
- Check your Content Browser. Do you have a file created from class
BlueLineThemeData? - Naming Convention: Ensure it is named
DA_BlueLineDefault. - 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 Type: The demo helper is only intended for Blueprint/K2 graphs. It will not appear as a general-purpose action in every editor panel.
- Graph Focus: Ensure you are clicking on the background of the graph, not a node.
- Action Palette: Internal demo node types are hidden from the normal Blueprint action menu by default. Use the context-menu helper for test graphs instead of searching for demo nodes manually.
- 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
ToolMenusis correctly linked.
Issue 3: "Shift+Alt+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: "Shift+Alt+X" Doesn't Open Pie Menu 🆕
You press Shift+Alt+X 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
Shift+Alt+X. - 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
Shift+Alt+X. 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").
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 theBlueLineGraphmodule 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.csincludes"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 5.5+)
If you are modifying source code, note the strict API changes in 5.5+.
C3668: CreateConnectionPolicy override not found
This function was removed from FGraphPanelNodeFactory in 5.5+. 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.
GregOrigin
Created by Andras Gregori @ Gregorigin, a single dad currently based outside Budapest, HU.
"Building tools that empower creators to shape worlds."