๐ Blueprint Named Rerouting โ Kill Blueprint Spaghetti without upsetting nonna
Blueprint Named Rerouting is an Unreal Engine editor plugin for keeping Blueprint graphs readable when execution wires start turning into a cursed bowl of spaghetti.
It adds two simple nodes: Send Flow and Receive Flow.
Instead of dragging long execution wires across half the screen, you give the connection a name and let the plugin route it for you inside the same graph.
It is especially useful inside Blueprint functions, where Custom Events are not available and everything is forced to live in the same graph body. That is usually where clean logic goes to die. This plugin gives it a fighting chance.
Keep the logic. Remove the wire mess.
๐ Overview
Organize Blueprint graphs by replacing long-distance execution wires with named flow connections.
A Send Flow node sends execution to one or more matching Receive Flow nodes with the same flow name. The connection is resolved during Blueprint compilation, so you get cleaner graphs without adding some weird runtime manager goblin hiding in the walls.
You can also pass optional data through the flow, so this is not just a visual trick. It can carry execution and context while keeping your graph readable.
๐ What is Blueprint Named Rerouting?
Blueprint Named Rerouting is:
- An editor plugin for Unreal Engine Blueprints.
- A pair of custom Blueprint nodes: Send Flow and Receive Flow.
- A named execution rerouting system for cleaning up large graphs.
- A way to split Blueprint functions into readable sections without using Custom Events.
- A compile-time graph organization tool, not a runtime dispatcher or subsystem.
You place a sender, place one or more receivers, give them the same name, and compile.
Named flow. Clean graph. Less suffering.
๐ฅ Core Features
๐ Named Execution Flow
- Route execution by name instead of dragging huge wires across the graph.
- Use Send Flow as the starting point.
- Use Receive Flow as the continuation point.
- Matching happens inside the same Blueprint graph.
- Great for keeping large Blueprint functions readable.
๐งต Optional Data Passing
- Add data pins to Send Flow.
- Matching Receive Flow nodes mirror those pins as outputs.
- Pass actors, objects, indexes, results, validation data, or whatever context the next graph section needs.
- Data pins are collapsed by default to keep nodes compact.
- Custom data pin labels help make the flow easier to read.
๐ Multiple Receivers
- One sender can target multiple receivers with the same flow name.
- Multiple receivers execute in a deterministic order.
- This makes the flow behave like a named sequence.
Perfect for cases where you want one logical step to continue through multiple organized sections without making a wire lasagna.
๐ค Multiple Senders
- Multiple Send Flow nodes can share the same flow name.
- Useful when different branches should continue into the same named section.
- If shared senders use data pins, they must expose the same pin layout and types.
- Unconnected sender data pins use their default values.
๐งญ Navigation Helpers
Named reroutes should not become invisible magic, because that would just be spaghetti wearing a fake moustache.
The plugin includes editor helpers to keep flows easy to inspect:
- Double-click a Send Flow node to jump to the first matching receiver.
- Double-click a Receive Flow node to jump to the first matching sender.
- Use the Named Reroute context menu to create matching receivers.
- Jump between related nodes.
- Inspect flow overview counts.
โก Quick Deploy
- Quick deploy shortcut enabled by default.
- Default shortcut: Ctrl + R.
- Press the shortcut and left-click in a Blueprint graph to quickly create a Send Flow Reroute node.
- Optional random reroute colors can help visually separate flow groups.
๐ก Example Uses
- Cleaning up large Blueprint functions.
- Replacing long execution wires across distant graph sections.
- Organizing validation logic.
- Splitting setup, checks, execution, and cleanup into readable blocks.
- Creating named continuation points after branches.
- Passing data into a later graph section without dragging extra wires everywhere.
- Reducing visual clutter in teaching/demo Blueprints.
- Making complex Blueprint graphs less hostile to future-you.
Future-you is already dealing with enough nonsense.
๐ Why Youโll Love It
- Keeps Blueprint functions readable.
- Removes long spaghetti execution wires.
- Makes graph intent clearer through named flows.
- Helps separate logic into clean visual sections.
- Supports execution and data rerouting.
- Works inside functions where Custom Events cannot be used.
- Resolves connections at compile time.
- Does not require extra runtime systems.
- Makes large graphs easier to scan, explain, and refactor.
โ๏ธ Requirements
Supported Unreal Engine versions:
- Unreal Engine 5.5.0
- Unreal Engine 5.6.0
- Unreal Engine 5.7.0
Plugin type:
- Editor plugin
- UncookedOnly module
Dependencies:
- No extra built-in or third-party plugins required
๐ Documentation & Installation Instructions
๐ฅ Video
Coming soon
๐พ Community
Questions? Ideas? Screenshots of Blueprint spaghetti so cursed they should be classified as paranormal evidence?
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