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How to: Create a Context-Aware Menu

This guide walks you through building a menu that automatically shows different actions depending on which editor you're working in.

Goal

When you press V:

  • In the Level Editor → show viewport, spawn, and transform actions
  • In the Blueprint Editor → show compile, add variable, and component actions
  • In the Material Editor → show material-specific actions
  • Everywhere else → show a default fallback menu

Step 1 — Create the Graph

Right-click in the Content Browser → MiscellaneousQuick Menu Graph. Name it something like QM_MyWorkflow.

Double-click to open the Graph Editor.

Step 2 — Add a Switch Node

Hold C and click in the canvas to spawn a Switch: Editor Context node. Connect the Root node's exec output to the Switch's exec input.

In the Details panel, add cases for the editors you want:

  • Level Editor
  • Blueprint
  • Material

Each case creates a new exec output pin on the Switch node.

Step 3 — Create Wheels for Each Context

For each context, add a WheelOutput node (hold W and click):

  1. "Level Editor" wheel — connect it to the Level Editor output of the Switch
  2. "Blueprint" wheel — connect it to the Blueprint output
  3. "Material" wheel — connect it to the Material output
  4. "Default" wheel — connect it to the Default output (fallback for unmatched contexts)

Tip

Name your wheels clearly (e.g., "Level Editor", "Blueprint", "Material") — these names appear in the Wheel List sidebar.

Step 4 — Add Actions to Each Wheel

Press = on each WheelOutput to add menu pins, then connect action nodes:

Level Editor wheel:

  • Spawn Shape (Cube, Sphere...)
  • Transform Mode (Translate, Rotate, Scale)
  • Set View Mode (Lit, Wireframe...)
  • Play (Play, Simulate, Stop)

Blueprint wheel:

  • BP: Compile (Compile, Save & Compile)
  • BP: Add Variable (Bool, Float, Vector...)
  • BP: Add Graph (Function, Macro)
  • BP: Add Component

Material wheel:

  • Material Op (Apply Changes, Refresh Previews)
  • Material Op (Preview shapes)
  • Material Op (Toggle Live Preview)

Step 5 — Set as Active and Test

Click Set Active in the Graph Editor toolbar, then press V in different editors to see the menu adapt.

Going Further

  • Chain multiple Switches — add a Selection Count switch after the Level Editor context to show different actions when 0, 1, or multiple actors are selected
  • Use SubMenus — group related actions (e.g., all spawn actions in a "Spawn" submenu)
  • Add a "Create Wheel" flow — enable Offer Create Wheel in Project Settings so the plugin prompts you to create new wheels for unrecognized contexts