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Node to Code adds a button to the Blueprint Editor toolbar. Click it to send the current graph (or your selected nodes) to the configured LLM and receive a structured code translation in return.

Supported Blueprint types

Node to Code works with all standard Blueprint types in Unreal Engine:

Blueprint Class

Standard Actor and Object blueprints — the most common Blueprint type.

Blueprint Macro Library

Blueprints that contain reusable macros shared across other blueprints.

Blueprint Interface

Interface blueprints that define function signatures for other blueprints to implement.

Level Blueprint

Level-scoped scripting blueprints tied to a specific map.

Blueprint Function Library

Static function container blueprints for shared utility functions.

Const Blueprint Class

Blueprints whose methods cannot modify member variables during execution.

Graph types

Within each Blueprint, Node to Code can translate the following graph types:
  • Event Graph — the main event-driven graph
  • Function — user-created function graphs
  • Macro — macro graphs
  • Composite — collapsed graphs and composite nodes
  • Construction Script — the component construction graph
  • Animation — animation Blueprint graphs

How to translate

1

Open a Blueprint

Open any Blueprint asset in the Blueprint Editor. Node to Code adds a button to the editor toolbar automatically.
2

Select nodes (optional)

To translate only part of a graph, select the nodes you want. If nothing is selected, Node to Code translates the entire active graph.
3

Click the toolbar button

Click the Node to Code button in the Blueprint Editor toolbar. This triggers ExecuteCollectNodesForEditor, which collects the relevant nodes and sends them to the LLM.
4

Wait for the response

The plugin serializes your Blueprint graph to a compact JSON format and sends it to the configured LLM provider. Wait for the response — translation time depends on graph complexity and your provider.
5

Review the results

The translation appears in the Node to Code panel. Review each output section (described below).

Understanding the output

Each translated graph produces three sections:

Declaration

The header-level code for the graph — function signatures, class declarations, and any types needed to use the implementation. In C++ output this maps to .h file content.

Implementation

The full implementation code for the graph logic. In C++ output this maps to .cpp file content. This is the direct translation of your Blueprint nodes into the target language.

Implementation notes

Plain-language explanations of key concepts and patterns in the translation. These notes explain why the code is structured the way it is, highlight Unreal Engine API details, and call out anything worth understanding before using the output.
Implementation notes are especially useful when learning — they connect the visual Blueprint logic to the code concepts that represent it.

Copying output

Each section has a copy button. You can also use Copy JSON (also available in the toolbar via ExecuteCopyJsonForEditor) to copy the raw Blueprint JSON that was sent to the LLM — useful for debugging or sharing the serialized graph.

Tips

  • Translate a selection, not the whole graph when you only need a specific section of logic. This reduces token usage and keeps the output focused.
  • Translate the whole graph when you need a complete, self-contained implementation that handles all execution paths.
  • If a function calls sub-functions or macros you also want translated, use Translation Depth to pull those in automatically.

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