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Node to Code v1.2.2 is an Editor-only plugin that runs on Win64 and Mac. It is not included in packaged builds.

Download the plugin

The latest release is available on the GitHub Releases page. Fab marketplace installations are handled through the Epic Games Launcher.

GitHub Releases

Download the pre-built plugin zip directly. Recommended for manual installation.

Fab Marketplace

Install through the Epic Games Launcher. Handles updates automatically.

Install the plugin

You can install Node to Code at the engine level (available to all projects) or at the project level (only for one project).
1

Choose an install location

Engine-level install makes the plugin available to every project that uses that engine version.
UE_5.x/Engine/Plugins/Marketplace/NodeToCode/
Project-level install keeps the plugin scoped to a single project. Use this if you want to ship the plugin with your project or maintain per-project versions.
YourProject/Plugins/NodeToCode/
2

Extract the plugin files

Unzip the downloaded archive and copy the NodeToCode folder to your chosen location. The folder structure should look like this:
NodeToCode/
├── NodeToCode.uplugin
├── Source/
├── Resources/
└── Content/
3

Enable the plugin in the editor

  1. Open your project in Unreal Editor.
  2. Go to EditPlugins.
  3. Search for Node to Code.
  4. Check the box to enable it.
4

Restart Unreal Editor

When prompted, click Restart Now. The plugin loads during the PostEngineInit phase and will be ready once the editor finishes starting up.

Verify the installation

After restarting, open any Blueprint in the Blueprint Editor. You should see a Node to Code button in the editor toolbar. If the button is not visible, confirm the plugin is enabled in EditPlugins and that you restarted the editor.

Unreal Engine compatibility

Pre-built binaries from GitHub Releases are compiled for a specific engine version. Download the release that matches your installed version of Unreal Engine. If no pre-built binary exists for your version, you can compile from source by placing the plugin in your project’s Plugins/ directory and rebuilding the project.

Next steps

Once the plugin is installed, configure your LLM provider and run your first translation.

Quick start

Set up a provider and translate your first Blueprint.

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