# Help creating custom graph editor

**URL:** <https://forums.unrealengine.com/t/help-creating-custom-graph-editor/663208>\
**Category:** C++\
**Tags:** Graphs, unreal-engine, slate, question, CPP, UE4-27\
**Created:** [October 5, 2022, 10:09pm UTC](https://forums.unrealengine.com/t/help-creating-custom-graph-editor/663208 "2022-10-05T22:09:01Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Foolish.Flower1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Foolish.Flower1](https://forums.unrealengine.com/u/Foolish.Flower1)\
**Post date:** [October 5, 2022, 10:09pm UTC](https://forums.unrealengine.com/t/help-creating-custom-graph-editor/663208/1 "2022-10-05T22:09:02Z")

</div>

(Using Unreal 4.27 at this moment)

So, I wanted to create a custom asset that would be editable using a graph with also custom nodes.

So far, I’ve studied most other questions about this topic as well as the [Concord Plugin](https://github.com/JanKXSKI/Concord), [Generic Graph](https://github.com/jinyuliao/GenericGraph) and [Flow Graph Plugin](https://github.com/MothCocoon/FlowGraph). I can already create my custom assets in editor (using factories) and open a custom editor, in which I placed a SGraphEditor associated with a generic UEdGraph.

But I don’t know how to proceed from here. As of now I am just trying to create some dummy nodes & the action to place them in graph, just to get a hold of the logic, with no success.

I know this is no trivial task, so I’ll try to narrow down my doubts in direct questions:

- I know that I’ll need UEdGraphNode, SGraphNode, UEdGraphPin, SGraphPin classes. What is the minimum I need to make a dummy node? Will I also need a runtime class (as in the Flow Graph Plugin)?

- Will I need a custom subclass or can I use UEdGraph, at least for now?

- What will the UEdGraphSchema need?

- How and When do I assign the node creation action? I’ve seen Unreal’s AnimBlueprint module, which (I think) uses Node Factories at the module startup, but some of the repositories I’ve mentioned use SchemaActions.

TLDR: I know most of the classes I need, but have no idea how they fit together. When I look for references in repos, I can’t be sure what is absolutely required for a node even “spawn” or just qol/custom features.
