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 → Miscellaneous → Quick 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 EditorBlueprintMaterial
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):
- "Level Editor" wheel — connect it to the
Level Editoroutput of the Switch - "Blueprint" wheel — connect it to the
Blueprintoutput - "Material" wheel — connect it to the
Materialoutput - "Default" wheel — connect it to the
Defaultoutput (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 Wheelin Project Settings so the plugin prompts you to create new wheels for unrecognized contexts