RuneCraft - Node Replacer

Node Replacer is an editor tool for Unreal Engine that lets you swap Blueprint nodes for other nodes without rebuilding your graphs by hand. Whether you’re updating deprecated nodes, refactoring a large project, or standardizing on a different set of functions, Node Replacer handles the repetitive work from inside the editor.

⚠️ Not supported yet: Widget Blueprints (UMG) and Animation Blueprints. Node Replacer works on standard Blueprints. Support for Widget and Animation Blueprint graphs is targeted for future versions.

Key Features

  • Replace Blueprint nodes from a dedicated editor widget

  • Replace a single node or many nodes at once

  • Keeps existing pin connections where the pins are compatible

  • Works across one Blueprint or multiple Blueprints

  • Editor-only: adds nothing to your packaged game and has no runtime cost

Why use it?
Manually replacing nodes means deleting, re-adding, and reconnecting pins one at a time, which is slow and easy to get wrong, especially on large graphs. Node Replacer turns that into a fast, repeatable step in your workflow.

Support: fatihmavi.25@gmail.com

Hi everyone, Node Replacer is now live on Fab.

I built it after getting tired of replacing nodes one at a time: delete, add the new node, reconnect every pin, repeat. On a big project that is slow, and it’s easy to miss a connection. With this tool you pick the node and its replacement, and it does the swap for you. It works on a single Blueprint, a folder, or the whole project, transfers pin connections where they’re compatible, and supports undo.

NodeReplacer

Good to know

  • Works on standard Blueprints. Widget Blueprints (UMG) and Animation Blueprints are not supported yet.
  • Editor-only, so nothing is added to your packaged game.
  • UE 5.1 to 5.8, Windows.

It’s the first release, so I’d really like to hear which nodes or workflows you’d want it to handle and anything that doesn’t behave as you expect. Reply here and I’ll answer as quickly as I can.

Roadmap

  • Version 1.1: Widget Blueprint (UMG) support
  • Version 1.2: Animation Blueprint support
  • Mac and Linux: not tested yet, but I plan to test them
  • UE 5.0: planned for a future release

These are targets rather than firm dates, and your feedback will help me decide the order.

It’s the first release, so I’d really like to hear which nodes or workflows you’d want it to handle and anything that doesn’t behave as you expect. Reply here and I’ll answer as quickly as I can.

Hi, everyone. Version 1.0.1 is live on Fab. Fixes include connections landing on the wrong pins, comments, disabled state and split struct pins now carrying over, and enum comparisons keeping their connections. There’s also a new summary notification after each run. Full changelog is on the listing. Reply here with any issues.

Hi, everyone. Version 1.0.2 is now live on Fab!

This update includes fixes for Undo, enum matching, pin defaults, private variables, Custom Event replacement, and Timeline replacement. It also brings performance optimizations to node matching, Blueprint scanning, dropdown searches, and project-wide operations, along with improvements to Struct matching, pin validation, and replacement reliability.

Full changelog is available on the listing. As always, feel free to reply here with any issues or feedback!

Also, a quick heads-up: Version 1.1.0 is in development. It will add support for additional Blueprint types, including Widget Blueprints and Animation Blueprints, along with Save and Compile support.

Stay tuned!