# (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 506

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 6, 2015, 8:36am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/506 "2015-01-06T08:36:42Z")

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**'s Suite of Powerful UMG Nodes**

Here are the 3 core BP nodes that I’ve been using to make of my complicated interacting UMG menus, including an in-game file browser and a menu that allows you to change the materials on any skeletal mesh, while in-game!

**These nodes are available to you now!**

```auto

**Get Widgets of Class**

Allows you to not have to store references everywhere to your widgets, making it easy to interact with the Player Controller and My Character blueprints :) 

Also makes it easy to remove a loading screen after a level transition, without storing refs in Game Instance class

```

**Remove Widgets Of Class**

You can find and remove any widget any way, no matter where you are in BP! (here I am in the Level BP)

\*\* Tip:\*\*  
If you make a general superclass for your widgets (Reparent to a blank UserWidget of your own making), you can clear your entire UI system from the viewport with a single call to RemoveAllWidgetsOfClass, supplying the class that is your super class for your user widgets!

So lets say you have 3 user widgets that you made, make a 4th that is blank, reparent your existing 3 to your new empty 4th widget (“WidgetMaster” for example).

Now you can just call RemoveAllWidgetsOfClass on your new 4th widget, WidgetMaster, and 3 of your existing widgets will be removed automatically from the viewport!

```auto

**Is Widget Of Class In Viewport**

Take action based on the dynamic lookup of whether a certain widget is currently visible!

No need to store refs or bools anywhere, just do a dynamic look up that is lightning fast!

♥

![9b7a621d3332fdafbe78b687447eb1c37f3f558c.jpeg|1035x750](upload://mbqdc9TTsCkJHaeTMyxg2GR6Hak.jpeg)
```

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