Custom blueprint shortcuts?

Hi everyone! I would like for blueprint to match the material editor’s shortcuts. M for multiply, A for add, etc. Any way to setup custom shortcuts for blueprint? Couldn’t find anything too obvious in editor prefs.

You can set up blueprint node shortcuts by going into the unreal install folder, engine folder, config folder, then look for the text file called BaseEditorPerProjectUserSettings. Open the file and look for the section called [BlueprintSpawnNodes]. You should be able to see the default ones that are set up(sequence, branch, delay, etc). To add new shortcuts you add them just like the default ones are setup, the only issue is finding out what gibberish you are supposed to write for the node you want to make a shortcut to. The main ones I like to have are add, subtract, multiply, and print screen…I will list them here. The Keys I used were used by the default shortcuts but I removed those, change key to whatever you like;

+Node=(Class=/Script/TimeManagement.TimeManagementBlueprintLibrary:Add_FrameNumberInteger Key=A Shift=false Ctrl=false Alt=false)
+Node=(Class=/Script/TimeManagement.TimeManagementBlueprintLibrary:Subtract_FrameNumberInteger Key=S Shift=false Ctrl=false Alt=false)
+Node=(Class=/Script/TimeManagement.TimeManagementBlueprintLibrary:Multiply_SecondsFrameRate Key=M Shift=false Ctrl=false Alt=false)
+Node=(Class=/Script/Engine.KismetSystemLibrary:PrintString Key=P Shift=false Ctrl=false Alt=false))

If you want to make a shortcut for a different node like Get player pawn, copy/paste the node into notepad. Look for the function reference and copy the second half of it starting at “Script”, for Get player pawn you would copy the line “/Script/Engine.GameplayStatics”, then add a : to it, then add the member name so it looks like this, /Script/Engine.GameplayStatics:GetPlayerPawn. Then you use that line to make the shortcut by pasting it after Class=, like this;

+Node=(Class=/Script/Engine.GameplayStatics:GetPlayerPawn Key=O Shift=false Ctrl=false Alt=false))

Some macros use macrograph instead of function reference and start at engine instead of script. Some macros look completely different and it’s hard to tell how to make a shortcut to them. May be the same way for some functions.

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Thank you so much for the in depth response and providing examples!

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