Context Detection¶
Switch nodes evaluate the current editor state at runtime and route execution to different WheelOutputs. This is what makes Quick Menu context-aware — showing different tools depending on what you're doing.
What Can Be Detected¶
| Switch Type | What it detects | Example |
|---|---|---|
| Editor Context | Active editor tab | Level Editor, Blueprint, Material, Sequencer... |
| Editor Mode | Current editing mode | Select, Landscape, Foliage, Modeling... |
| Selection Count | Number of selected actors | 0, 1, 2, 5... |
| Actor Class | Class of selected actor | StaticMeshActor, PointLight, CameraActor... |
| Blueprint Context | Active BP editor panel | Components, Event Graph, Construction Script... |
How It Works¶
- Add a Switch node to your graph
- Add the cases (contexts) you want to detect
- Connect each case's exec output to a different WheelOutput
- Connect the Default output for unmatched contexts
When you press V, Quick Menu evaluates the Switch and follows the matching output.
Example: Different Menus Per Editor¶
Root → Switch: Editor Context
├── Level Editor → WheelOutput "Transform Tools"
├── Blueprint → WheelOutput "BP Tools"
├── Material → WheelOutput "Material Tools"
└── Default → WheelOutput "General"
The "Create Wheel" Flow¶
When you press V in a context that has no matching wheel:
- Quick Menu shows a panel saying "No wheel found for: [context name]"
- A Create Wheel button lets you instantly create a WheelOutput wired to the correct Switch case
- The new wheel opens in the graph editor, ready to be populated
This is configurable: Project Settings → Offer Create Wheel (on by default).
Chaining Switches¶
You can chain multiple Switch nodes for finer control:
Root → Switch: Editor Context
├── Level Editor → Switch: Selection Count
│ ├── 0 → "No Selection" wheel
│ ├── 1 → "Single Actor" wheel
│ └── Default → "Multi Select" wheel
└── Blueprint → Switch: Blueprint Context
├── Components → "BP Components" wheel
└── Event Graph → "BP Graph" wheel