Choose from six target languages when translating Blueprint graphs.
Node to Code can translate Blueprint graphs into six languages. Each language has its own syntax-highlighted code editor with multiple themes you can customize.
Unreal Engine C++ with proper UE API usage, macros, and conventions. The primary language for performance-critical systems and engine integration.
C#
Useful for teams evaluating Unity migrations or developers who think in C# syntax. Output follows general C# conventions rather than a specific game engine.
Python
Good for scripting, tooling, and prototyping. Helpful for technical artists or pipeline engineers who work primarily in Python.
JavaScript
Useful for web or tools developers reviewing Blueprint logic or building editor tooling that bridges to JavaScript environments.
Swift
Helpful for developers who come from an iOS/macOS background and want to understand Blueprint logic in familiar syntax.
Pseudocode
Language-agnostic structured logic — no syntax, no imports, just the logic. Ideal for communicating with non-programmers, writing design documents, or team discussions.
Pseudocode is particularly useful when you need to share Blueprint logic with people who don’t write code — designers, producers, or stakeholders. The output describes what the graph does in plain structured steps without requiring any programming knowledge to read.
Use pseudocode when sharing Blueprint logic in documentation, design reviews, or forum posts where the audience may not know C++ or any specific language.
Each language has its own set of syntax highlighting themes. You can configure these per-language under Project Settings → Node to Code → Theming → Language Specific Themes. Available theme sets include options like Midnight Code, Cyber Night, Unreal Engine, Beige Earth, and others.Themes are configured independently for each language, so you can use different color schemes for C++ and pseudocode if needed.