BlueprintReview: view and diff Blueprint .uasset files without the editor (feedback wanted)

Hi everyone,

I’ve been building a tool for a problem I kept hitting: reviewing Blueprint changes. A .uasset is a binary file, so in Git or Perforce a Blueprint change shows up as “binary file changed”. To see what actually changed, someone has to open the editor, sync both versions and use the built-in diff.

BlueprintReview reads Blueprint .uasset files directly. It doesn’t need the editor, a project or an engine install, and it draws them the way the Blueprint editor does.

What it does today

  • Viewer: event graphs, functions, macros and collapsed graphs drawn in the UE5 editor style, with My Blueprint, Components, Class Defaults, Class Settings and a Details panel. Double-click a node to follow it into its graph, as in the editor.
  • Find in Blueprint across graphs, variables and functions.
  • Copy nodes: select nodes and press Ctrl+C. You get the editor’s own copy text, so you can paste it into the Blueprint editor or blueprintue.com.
  • Diff: a side-by-side diff with a Changes tree (added/removed/modified nodes, links, pin defaults, variables, defaults, components, class settings). Selection and view stay in sync on both sides. Moved nodes and similar cosmetic edits are kept apart from real changes.
  • Version control: (Experimental) it works as a git difftool (including git difftool -d for a whole commit), as a textconv driver so git diff and git log -p print readable text for Blueprints, and as a P4V diff tool.
  • Engine versions: uncooked assets saved by UE 4.25 through 5.8. Cooked or packaged assets don’t work, because their graphs are stripped.

Coming next

  • A GitHub Action that posts a Blueprint diff as a comment on each pull request, with a link that opens the side-by-side view in the browser.

Try it

There’s a browser version with sample Blueprints from Epic’s sample projects (pick one from Samples, including a few diff pairs):

:right_arrow: [DEMO]

The first time, it asks for your email address and sends you a one-time code. That’s only to keep the demo from being fully public. I don’t use the address for anything else. The demo runs locally via wasm so no files will be uploaded and all uasset blueprint files opened will be kept local.

What I’d like to know

  • Would this help your team’s review process? Do you review Blueprint changes today, and how?
  • Which VCS do you use: Git, Perforce, Plastic/Unity VCS, something else?
  • Send me Blueprints that look wrong or fail to load. Screenshots help a lot, and so does the engine version that saved the asset.

Thanks for reading! Happy to answer questions here.