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refreshallnodes's Introduction

Refresh All Nodes

Unreal Engine plugin that refreshes all blueprint nodes in every blueprint

The latest RefreshAllNodes version only supports UE versions 5.1 and later.

For use with UE 5.0 and earlier, use the RefreshAllNodes v1.4 release

Installation

Pre-compiled

Pre-compiled releases of this plugin are supplied for Windows 10 64-bit.

Download a release that matches your version of Unreal Engine from here, and extract it into your project's Plugins directory.

Relaunch the editor.

Compiling from source

Clone or download the repository into your project's Plugins directory and relaunch the editor.

A message should appear asking to compile the plugin.

Usage

This plugin adds the Refresh All Blueprint Nodes button to the Blueprints toolbar menu as shown below:

The button is shown in the Blueprints toolbar menu

Clicking the button will refresh all nodes in all blueprints. It performs the same action as manually using "Refresh All nodes" on each blueprint, and then optionally compiles the blueprint. After the blueprints have all been refreshed, they are saved.

The "Refresh Blueprints" action, found in the Content Browser's right-click context menu, will refresh blueprints found in the selected folders.

The button is shown in the Content Browser context menu

Note: Refreshing blueprint nodes may cause node breakages and change variable types if used in certain circumstances following a Hot Reload.

Configuration

The plugin can be configured under Project Settings -> Plugins -> Refresh All Nodes

Configuration

  • Compile Blueprints: If checked, the plugin will compiled the blueprints after refreshing them. Enabling compilation will allow the plugin to catch errors in the blueprints, but it will take more time to process.

  • Refresh Level Blueprints: If checked, the plugin will search for level blueprints. This will cause the corresponding levels to be opened and saved, which can consume extra memory.

  • Refresh Game Blueprints: If checked, the plugin will refresh blueprints found in the project's Content folder.

  • Refresh Engine Blueprints: If checked, the plugin will refresh blueprints found in the engine's Content folder.

  • Additional Blueprint Paths: Array of additional paths to search in. Most useful for plugins. Add the name of the plugin to refresh its blueprints.

  • Exclude Blueprint Paths: Array of paths to not refresh blueprints in. Useful for excluding blueprints that are expensive to load.

Limitations

This plugin's ability to refresh nodes is limited to Unreal Engine's built-in "Refresh All Nodes" function. The purpose of this plugin is only to provide an easy way to perform such action on Blueprint assets. This plugin is not responsible for any damage to Blueprints or any data loss.

License

This software is under the MIT License. See the LICENSE file for the full license.

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Contributors

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refreshallnodes's Issues

New Unreal Version!

I wanted to use your Plugin but the i noticed that it isn't "compatible" with UE 4.26.2...

I just wanted to let you know.

Crash

Assertion failed: InContext.Struct [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\PropertyAccess\Source\PropertyAccessEditor\Private\PropertyAccessEditor.cpp] [Line: 180]

UnrealEditor_PropertyAccessEditor
UnrealEditor_PropertyAccessEditor
UnrealEditor_PropertyAccessEditor
UnrealEditor_AnimGraph
UnrealEditor_AnimGraph
UnrealEditor_BlueprintGraph
UnrealEditor_UnrealEd
UnrealEditor_RefreshAllNodes!FRefreshAllNodesModule::FindAndRefreshBlueprints() [C:\Users\Winston\Documents\Unreal Projects\RAN_5_10_Build\Plugins\RefreshAllNodes\Source\RefreshAllNodes\Private\RefreshAllNodes.cpp:276]
UnrealEditor_RefreshAllNodes!FRefreshAllNodesModule::RefreshAllButton_Clicked() [C:\Users\Winston\Documents\Unreal Projects\RAN_5_10_Build\Plugins\RefreshAllNodes\Source\RefreshAllNodes\Private\RefreshAllNodes.cpp:197]
UnrealEditor_RefreshAllNodes!TBaseRawMethodDelegateInstance<0,FRefreshAllNodesModule,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:475]
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Features missing in UE 5.0.3

Hi, I'm using the plugin in UE 5.0.3, but I only see the option of refreshing all the nodes from all the blueprints:
refresh_working

I can't do it in single BP or folders. The following is the result of right-clicking on a folder:
refresh_folder

I also can't find the option of automatically compile after refreshing in "Projects settings":
refresh_ps

Am I doing something wrong? In case it is helpful here I describe what I did for installing the plugin

  • I've downloaded the .tar.gz file from here
  • Extracted and moved the result to the Plugins folder
  • Downloaded the 3 files UnrealEditor-RefreshAllNodes.dll, UnrealEditor-RefreshAllNodes.pdb, UnrealEditor.modules, from the same link.
  • Moved those files to the Plugins\RefreshAllNodes-1.2-UE5EA2\Binaries\Win64. Also trying to make it work I've removed the previous UE4 files that were there, but I didn't solve the issue.

Did I missed something?

Unreal Engine 5.3.1

Hello, will RefreshAllNodes version 5.3 work on Unreal Engine 5.3.1 (just released)? I did not want to chance it. If not just letting you know there was an update. Thank you and amazing plugin.

RefreshAllNodes not catching issues

Hi, I tried the plugin to refresh all the blueprints, one of them has nodes that is no longer valid because it is changed in C++. While it refreshes, it didn't catch or flag the error. It would be helpful if it can detect which blueprint (s) that has issues.

I notice there is FKismetEditorUtilities::CompileBlueprint that might be helpful. If there is an warning in compilation, have an option to open the blueprint so we might be alerted to which ones have failed. Also, UEditorLoadingAndSavingUtils::SavePackages might fail, so it would be helpful to flag it.

On a large project, I'm having memory issues. Maybe save each blueprint after refresh immediately instead of collecting them? Adding a sleep and UEngine::ForceGarbageCollection might help.

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