Action Nodes — Blueprint¶
These actions work within the Blueprint Editor. Most require a Blueprint asset to be open.
BP: Add Component¶
Adds a component to the active Blueprint.
Property: ComponentClass — pick any component class from the dropdown.
BP: Component Op¶
Operations on the selected component in the Blueprint Editor.
Options: Delete, Duplicate, Rename, Make Root, Detach.
Requires UE 5.0+ (SubobjectEditor module).
BP: Component Property¶
Set properties on the selected component.
Options: Mobility, Visibility, Collision, Physics.
Requires UE 5.0+ (SubobjectEditor module).
BP: Add Graph¶
Adds a new graph to the Blueprint.
Options: Function, Macro, Event Dispatcher.
BP: Add Variable¶
Adds a typed member variable to the Blueprint.
Options: Bool, Byte, Int, Int64, Float, Double, Name, String, Text, Vector, Rotator, Transform.
BP: Add Node¶
Added in 1.0.3.
Spawns an arbitrary Blueprint node at the mouse position in the active Blueprint graph — functions, events, variables, macros, flow control, math, structs, etc. Replaces the need for a dedicated Quick Menu action node per Blueprint node type.
Property: SpawnAction — pick any spawnable Blueprint action from a searchable picker (same database Unreal uses in its own right-click context menu).
The wedge label and icon default to the picked action's display name and icon; both remain overridable via the inline property panel.
BP: My Blueprint Op¶
Operations on items in the My Blueprint panel.
Options: Delete, Rename, Delete Unused Variables.
BP: Interface¶
Interface management.
Options: Implement interface, Remove interface.
BP: Compile Op¶
Compile and debug operations.
Options: Compile, Compile All, Save & Compile, Toggle Breakpoints, Clear All Breakpoints, Find References, Go to Parent Class, Open Class Settings.