# Custom blueprint nodes not showing up since 4.6

**URL:** <https://forums.unrealengine.com/t/custom-blueprint-nodes-not-showing-up-since-4-6/300761>\
**Category:** Blueprint\
**Tags:** unreal-engine, bug-report, editor, CPP, Blueprint, question\
**Created:** [December 6, 2014, 11:33am UTC](https://forums.unrealengine.com/t/custom-blueprint-nodes-not-showing-up-since-4-6/300761 "2014-12-06T11:33:26Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![anon90101103](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon90101103](https://forums.unrealengine.com/u/anon90101103)\
**Post date:** [December 6, 2014, 11:33am UTC](https://forums.unrealengine.com/t/custom-blueprint-nodes-not-showing-up-since-4-6/300761/1 "2014-12-06T11:33:26Z")

</div>

Hi, i’ve been creating custom blueprint nodes for my game since 4.5, the thing is that since 4.6 my old nodes are still in the blueprint scripts and work, but since 4.6 I can’t find then in the node creation menu,not even disabling the context sensitive option.  
header:  
#pragma once

```
#include "EdGraph/EdGraphNode.h"
#include "CustomBP.generated.h"

/**
 * 
 */
UCLASS()
class PANICPOP_API UCustomBP : public UEdGraphNode
{
	GENERATED_UCLASS_BODY()
public: UFUNCTION(BlueprintPure, meta = (FriendlyName = "Get Configuration Path", Keywords = "String Config Path"), Category = Game) static FString GetConfigPath();

};

```

cpp:

```
#include "PanicPop.h"
#include "CustomBP.h"

UCustomBP::UCustomBP(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{

}

FString UCustomBP::GetConfigPath()
{
	return FPaths::ConvertRelativePathToFull(FPaths::GameDir()) + FString(TEXT("Config/"));
}

```

Any ideas why this is happening?

---

<div class="post-metadata">

**Author:** ![anon90101103](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon90101103](https://forums.unrealengine.com/u/anon90101103)\
**Post date:** [December 7, 2014, 5:47pm UTC](https://forums.unrealengine.com/t/custom-blueprint-nodes-not-showing-up-since-4-6/300761/2 "2014-12-07T17:47:48Z")

</div>

That’s what i’m doing.

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/2/9/5292e543182ab9f5ecbb1faa445791c0331c1c38.png)

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b666e59e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b666e59e](https://forums.unrealengine.com/u/anonymous_user_b666e59e)\
**Post date:** [December 9, 2014, 11:38pm UTC](https://forums.unrealengine.com/t/custom-blueprint-nodes-not-showing-up-since-4-6/300761/3 "2014-12-09T23:38:01Z")

</div>

Hi EIREXE,

Thank you for bringing this to our attention. I was able to reproduce this issue, and I have entered a report to have this investigated further (UE-6486).

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b666e59e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b666e59e](https://forums.unrealengine.com/u/anonymous_user_b666e59e)\
**Post date:** [December 16, 2014, 11:11pm UTC](https://forums.unrealengine.com/t/custom-blueprint-nodes-not-showing-up-since-4-6/300761/4 "2014-12-16T23:11:58Z")

</div>

I checked the status of the ticket that I had entered, and it appears that inheriting from `EdGraphNode` is actually not the preferred method for creating Blueprint nodes. I did a quick test and I was able to create a Blueprint node by placing the code above into a new Actor class, and I was able to create a node in the Blueprint for my Character.

---

<div class="post-metadata">

**Author:** ![anon90101103](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon90101103](https://forums.unrealengine.com/u/anon90101103)\
**Post date:** [December 17, 2014, 1:04pm UTC](https://forums.unrealengine.com/t/custom-blueprint-nodes-not-showing-up-since-4-6/300761/5 "2014-12-17T13:04:59Z")

</div>

That worked, thanks .
