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Changelog

Update.

  • Unreal Engine 5.0 to 5.8: the plugin now supports every Unreal Engine 5 version from 5.0 (Win64, Mac and Linux editor).
  • AI-ready text (ai/): compact text for AI assistants. Every graph is written as readable logic (events, the exec flow under them, node inputs inline), next to the members and the findings. One .md per asset, blueprints.md with all of them and blueprints.jsonl with one line per asset. New format ai for -Formats, new settings AI-ready text and AI text lines per graph.
  • Copy for AI: the same text straight to the clipboard, for the selected Blueprint or for every Blueprint in the list.
  • Complexity score from 0 (simple) to 100 (very complex) for every Blueprint, from its nodes, branches, loops, casts, graphs, members and its largest graph, plus the average for the project. New Complexity tile and column in the panel; also shown in the HTML pages, Markdown and JSON.
  • C++ migration report: every Blueprint scored from 0 (fine in Blueprint) to 100 (strong C++ candidate), with the reasons: work on Event Tick, loops, math, size, complexity, how many assets use it and how many Blueprints inherit from it. Function libraries map to static C++ functions; Widgets and Animation Blueprints are weighed lower.
  • Before an engine upgrade: deprecated nodes and compile errors or warnings are listed per Blueprint.
  • The report is in the panel (new C++ migration page, Complexity and C++ columns), in the HTML pages (migration.html and every asset page), in Markdown (migration.md), JSON and the AI-ready text.
  • One-click cleanup: Clean up (on a Blueprint, or for every Blueprint in the list) removes unused variables and functions, dead nodes (and what only runs after them), disabled nodes and disconnected pure nodes and reroutes.
  • Cleanup preview first: a checklist of everything that can go, with the reason, and of what looks unused but is kept. Nothing another asset may use is touched, and Instance Editable, Expose on Spawn and Expose to Cinematics variables are always kept. Disabled nodes inside a running flow are taken out and the flow is connected around them.
  • One Undo step: Ctrl+Z brings everything back. The Blueprints are compiled but not saved.
  • Python: get_ai_text, copy_for_ai, find_cleanup, apply_cleanup, open_cleanup_preview, show_panel_page and export_from_panel.
  • Personal license free, Professional license $29.99 on Fab (was $9.99).

Initial public release.

  • Documentation of Blueprints (Actor, Component, Object, Widget and Animation Blueprints, Blueprint Interfaces, Function and Macro Libraries), user-defined structures and enums: class facts, components, variables, functions, events, event dispatchers, macros, widget hierarchy, target skeleton, structure fields, enum entries, notes, references and documentation coverage.
  • Graph images: a PNG of every graph that contains logic, drawn with the Blueprint editor’s own widgets, with adjustable zoom and maximum size.
  • HTML site with a folder sidebar, search over assets and members (press /), light and dark theme, a zoomable graph viewer and an audit page. Works offline without a server.
  • Markdown files per asset with an index and the audit, and a JSON report (scribe.json) with everything.
  • Thirteen audit rules: Compile, Graph.Large, Blueprint.Large, Tick, References.Heavy, Cast.Blueprint, References.Circular, Variable.Unused, Nodes.Dead, Nodes.UnusedPure, Nodes.Disabled, Nodes.Deprecated and Docs.Missing, with adjustable limits. Findings open the Blueprint at the node.
  • Editor panel (Tools > ta Blueprint Scribe) with Blueprint health, coverage and finding counts, a sortable Blueprint list with details, an audit list with Go to node, and export options.
  • Content Browser entries (Document and Audit Blueprints, Document and Audit, Export Blueprint Docs) and a Scribe button in the Blueprint, Widget Blueprint and Animation Blueprint editor toolbars.
  • Data Validation integration: findings appear in Validate Assets, validate on save and changelist validation; errors fail validation.
  • TABlueprintScribe commandlet for CI with -Paths, -Output, -Formats, -NoAudit, -AuditOnly and -FailOn, and exit codes 0, 1 and 2.
  • Python and Blueprint API through TABlueprintScribeSubsystem: scan, export, render single graphs and open findings.
  • Settings stored in Config/DefaultEditor.ini for sharing through source control.
  • Supports Unreal Engine 5.6, 5.7 and 5.8 (Win64, Mac and Linux editor). Personal license free, Professional license $9.99 on Fab.