FAQ
Does Blueprint Scribe use AI or need an internet connection?
Section titled “Does Blueprint Scribe use AI or need an internet connection?”No. Blueprint Scribe reads your Blueprints with the editor’s own data and writes the documentation on your machine. The descriptions come from what you entered in the Blueprints; nothing is generated or uploaded. The HTML site loads no files from the internet, so it also works offline. The only outside link is the optional credit line in the page footer.
Copy for AI and the AI-ready text export only prepare text for AI assistants. Blueprint Scribe doesn’t send it anywhere; it leaves your machine only if you paste it into an AI chat yourself. See AI export.
Can I undo a cleanup?
Section titled “Can I undo a cleanup?”Yes. A cleanup is one Undo step: Ctrl+Z brings back everything it removed, in all Blueprints. The Blueprints are compiled but not saved, so the files on disk only change when you save them. Blueprint Scribe makes no backup copies; once saved, use source control to go back. See Cleanup.
Does the cleanup remove variables I set in the Details panel?
Section titled “Does the cleanup remove variables I set in the Details panel?”No. Instance Editable, Expose on Spawn and Expose to Cinematics variables are always kept, public or private, because placed actors, Spawn Actor nodes and Sequencer can set them without any graph reading them. See Cleanup.
Why is a public variable not ticked in the cleanup preview?
Section titled “Why is a public variable not ticked in the cleanup preview?”Public functions and variables may be meant for other Blueprints. When another asset uses the Blueprint, they are kept. When nothing uses the Blueprint yet, they are listed but not ticked: tick them yourself if they are not meant for later.
Should I move every Blueprint with a high C++ score to C++?
Section titled “Should I move every Blueprint with a high C++ score to C++?”No. The C++ migration report reads the graphs, not your game running. Start with the top of the list, check those Blueprints with Unreal Insights, and keep the rest in Blueprint.
Why are there no graph images in the commandlet output?
Section titled “Why are there no graph images in the commandlet output?”Rendering a graph needs the editor UI, and commandlets don’t have one; neither does an editor started with -NullRHI. The commandlet writes the pages without images and logs “Graph images were skipped: they need the editor UI (they are not available in commandlets).” To get images in an automated run, start the full editor with -ExecutePythonScript and a script that scans and exports. See Images in automated runs. If you don’t need images at all, turn off Graph Images in the settings to silence the warning; this also changes the default of the panel’s Export page.
How do I raise the documentation coverage?
Section titled “How do I raise the documentation coverage?”Fill in the descriptions Blueprint Scribe reads: Class Settings > Description for Blueprints, the Description of functions, custom events and macros, the Tooltip of variables and event dispatchers, the tooltips of structures and their fields, and the Enum Description and entry descriptions of enums. Then scan again. The Missing description findings list what is still empty. Overridden functions and events, and private variables, don’t count. See Health and coverage.
Why is a variable reported as unused when another Blueprint uses it?
Section titled “Why is a variable reported as unused when another Blueprint uses it?”The check only looks at the graphs of the Blueprint that owns the variable. That’s why unused variables that are not private are only Info and the message says “other Blueprints may still use it”. Unused private variables can’t be used anywhere else, so they are Warnings. Turn off Unused variables in the settings if the info findings are not useful for you.
What exactly does an export delete?
Section titled “What exactly does an export delete?”Only folders that Blueprint Scribe wrote before are cleaned. An export writes a .blueprint-scribe marker file into the output folder. If the marker is there, the next export first deletes the pages, images, markdown, assets and ai folders and index.html, audit.html, migration.html and scribe.json in that folder. Other files and folders are left alone. Without the marker nothing is deleted; files with the same names are overwritten. See Cleaning.
My full export was replaced by a single page. What happened?
Section titled “My full export was replaced by a single page. What happened?”Export page in the panel and Export Blueprint Docs in the Content Browser export only the selected assets, into the same output folder as Export docs, and an export cleans that folder first. To keep both, change Output folder on the Export page before exporting a single asset.
Are private variables and functions documented?
Section titled “Are private variables and functions documented?”Yes, by default. Turn off Private members on the Export page, Include Private Members in the settings, or include_private in Python to leave them out of the HTML pages, the Markdown files, the AI-ready text, Copy for AI and the site search. scribe.json always contains them. Private functions still count for the documentation coverage; private variables don’t.
Why does a level appear under “Used by”?
Section titled “Why does a level appear under “Used by”?”Used by lists every package that references the asset, and that includes levels in which the Blueprint is placed. In World Partition levels each placed actor is stored in its own package; Blueprint Scribe shows the level instead and marks it “placed in level”.
How do I document a large project?
Section titled “How do I document a large project?”A scan loads each Blueprint, structure and enum once, so a scan of the whole project takes longer the more Blueprints it has. Some ways to keep it manageable:
- Scan only the folders you need: right-click them in the Content Browser and choose Document and Audit Blueprints, or set Included Paths in the settings.
- Add folders you never want documented to Excluded Paths.
- Turn off graph images for quick exports; rendering every graph takes time.
- Run the commandlet in CI. It collects garbage after every 50 assets to keep memory use down.
You can cancel a scan or the image rendering from the progress dialog at any time.
Why doesn’t Data Validation report circular references?
Section titled “Why doesn’t Data Validation report circular references?”A cycle can only be found when all assets in it are part of the same scan. Data Validation checks one asset at a time, and so does the Scribe button in the Blueprint editor, so neither reports cycles. Scan the folders that contain all the Blueprints involved.
The panel says it is waiting for the Asset Registry
Section titled “The panel says it is waiting for the Asset Registry”Right after the editor starts, Unreal is still discovering the assets of the project, and a folder scan at that moment would miss some. The panel waits until discovery has finished and then starts the scan on its own. The commandlet waits as well. Scans from Python don’t wait; run them once discovery has finished.
My commandlet arguments are cut off or rejected in PowerShell
Section titled “My commandlet arguments are cut off or rejected in PowerShell”Windows PowerShell 5.1 splits arguments that start with - at a dot, and stops with “Missing argument in parameter list” at a comma, for example in -Formats=html,md,json. Quote these arguments or put them in a variable. See Running from PowerShell.