Blueprint Scribe
Blueprint Scribe is an Unreal Engine editor plugin that documents and audits your Blueprints. It reads every Blueprint, structure and enum in the folders you choose and writes a documentation website, Markdown files, a JSON report and AI-ready text, with an image of each graph. At the same time it checks the Blueprints for problems such as oversized graphs, expensive Event Tick logic, heavy hard references, unused variables, dead nodes and missing descriptions, scores how complex each Blueprint is and how much it would gain from C++, and removes unused members and dead nodes on request.
Everything runs inside the editor on your machine. Blueprint Scribe uses no AI service and no online account. The AI-ready text is plain text that you paste into an AI assistant yourself.
What gets documented
Section titled “What gets documented”Blueprint Scribe documents Blueprint assets, user-defined structures and user-defined enums. Level Blueprints are not documented. Each asset gets its own page with:
- Class facts: parent classes, implemented interfaces, description, category, display name, namespace and compile status.
- Variables: type, default value, category, tooltip and flags such as Instance Editable, Expose on Spawn, Private, Replicated or RepNotify, Transient, SaveGame and Config. Variables that no graph uses are marked Unused.
- Functions: signature with inputs, outputs, default values and by-reference parameters, local variables, access (Public, Protected, Private) and flags such as Pure, Const, Static, Call In Editor, Override and replication.
- Events: overridden events, custom events with their replication (for example Run on Server, Reliable) and input events.
- Event Dispatchers with their signature, and Macros with their inputs and outputs.
- Components of Actor Blueprints with their attachment hierarchy, including components inherited from parent Blueprints and from the C++ parent class.
- Widgets of Widget Blueprints (the widget hierarchy and widget animations) and the target skeleton of Animation Blueprints.
- Fields of structures and entries of enums.
- Graphs with their node counts and an image of each graph that contains logic, as the Blueprint editor draws it.
- Notes: comment boxes and node comments from every graph.
- References: what the asset uses (hard and soft references) and what uses it, including the levels it is placed in.
- Documentation coverage: how many of the members that can have a description have one.
Types, parent classes, interfaces and references link to the page of the asset they name when that asset is part of the export.
Outputs
Section titled “Outputs”| Output | What you get |
|---|---|
| HTML site | index.html with a sidebar of all folders, search over assets, functions, variables, events, dispatchers and macros, a light and a dark theme and a zoomable graph viewer. Works offline from a folder or a zip; no server needed. |
| Markdown | One .md file per asset, plus index.md and audit.md, for wikis, Obsidian or your repository. |
| JSON | scribe.json with everything Blueprint Scribe found, for CI, dashboards and your own tools. |
| AI-ready text | Compact text for AI assistants, with every graph written as readable logic: one .md per asset, blueprints.md and blueprints.jsonl. Copy for AI puts the same text on the clipboard. |
See Output for the layout of each format and AI export for the AI-ready text.
The audit has thirteen rules. Each finding has a severity (Error, Warning or Info) and, where possible, points at the graph and node it is about, so you can jump straight to it in the Blueprint editor.
| Rule | Finds |
|---|---|
| Compile | Compile errors and warnings, at the node |
| Large graph / Large Blueprint | Graphs with more than 100 nodes, Blueprints with more than 300 |
| Event Tick | Event Tick logic, a warning above 20 nodes per frame |
| Hard references | Assets that load more than 50 MB of other content through hard references |
| Cast to Blueprint | Cast nodes that make one Blueprint load another |
| Circular reference | Blueprints that hard reference each other |
| Unused variable | Variables no graph reads or writes |
| Dead nodes / Unused results / Disabled nodes | Nodes that never run, pure nodes whose output goes nowhere, disabled nodes |
| Deprecated node | Deprecated functions and nodes, with the engine’s deprecation message |
| Missing description | Assets, functions, events, macros, dispatchers and public variables without a description |
The limits can be changed and every rule can be turned off. See Audit rules.
Complexity, C++ migration and cleanup
Section titled “Complexity, C++ migration and cleanup”- Complexity score: every Blueprint with logic gets a score from 0 (simple) to 100 (very complex), from its nodes, branches, loops, casts, graphs, members and its largest graph. See Complexity score.
- C++ migration report: every Blueprint is scored from 0 (fine in Blueprint) to 100 (strong C++ candidate), with the reasons, and gets notes on what to fix before an engine upgrade. See C++ migration report.
- Clean up: removes unused variables and functions, dead and disabled nodes and disconnected pure nodes, after a preview, in one Undo step. Nothing another asset may use is touched. See Cleanup.
Ways to run it
Section titled “Ways to run it”- Editor panel: open Tools > ta Blueprint Scribe, scan the project or a Content Browser selection, browse the results, copy for AI, clean up and export. Content Browser entries and a Scribe button in the Blueprint editor toolbar open the panel too. See Editor panel.
- Data Validation: the audit runs inside Unreal’s Data Validation, so findings show up when you validate assets, on save (if enabled) and during changelist validation. See Data Validation.
- Command line / CI: the
TABlueprintScribecommandlet scans headless, writes the documentation and returns an exit code your build system can check. See Command line & CI. - Python and Editor Utility Widgets: scan, export, get AI-ready text, clean up and render graph images from scripts through
TABlueprintScribeSubsystem. See Python.
Supported versions
Section titled “Supported versions”| Unreal Engine | 5.0 to 5.8 |
| Platforms | Win64, Mac and Linux editor |
| Module type | Editor only (not included in packaged builds) |
| Dependencies | Data Validation plugin (enabled automatically) |
| License | Fab Standard License: Personal free, Professional $29.99 |
| Get it | ta Blueprint Scribe on Fab |