Blueprint Diff Tool provides a snapshot-based workflow for tracking, comparing, and restoring Blueprint changes in Unreal Engine. If you've ever needed to understand how a Blueprint evolved over time, or review what changed since your last refactor, this tool gives you clear visibility without requiring Perforce or external diff tooling.
The system lets you create named snapshots of any Blueprint, compare snapshots against each other, compare a snapshot to the currently open Blueprint, view detailed text-based change reports, and (when desired) restore a Blueprint to a previous state with automatic backup protection. A visual overlay mode highlights differences directly in the Blueprint graph editor, making it easy to see added, removed, and modified nodes and connections at a glance.
Key Features
Snapshot Management
Create snapshots of individual Blueprints with optional notes
Bulk snapshot all Blueprints in the project
Search and browse Blueprint assets
Snapshots are stored as portable text files for versioning and archival
Diff & Compare
Compare two snapshots to see changes in node structure, pin values, and wiring
Compare snapshots to the live Blueprint currently open in the editor
View a structured text diff report for review or documentation
Visual Graph Highlighting
Highlight added, removed, and modified nodes directly in the Blueprint graph
Display removed nodes as temporary ghost outlines for context
Show removed and changed connections with ghost wires
Press ESC to clear the visualization at any time
Restore & Version Safety
Restore a Blueprint to a previous snapshot when needed
Automatic backup ensures changes can be reversed safely
Event nodes are preserved during restore to avoid breaking Blueprint entry points
Blueprint is automatically refreshed and recompiled after restore
When This Helps
Solo developers needing quick and easy visual version control
Reviewing changes after long development sessions
Understanding refactors or reorganized logic
Rolling back experiments without relying solely on source control
Working in teams where members use different version control systems
Maintaining clarity and confidence while iterating on complex Blueprint graphs
I put some thought into some sort of “auto snapshot” feature but decided (for my idea of the plugin at least) it would just “muddy” the waters compared to a more manual snapshotting. It does automatically take a snapshot when restoring to a previous snapshot though already. If other people think that sort of feature would be useful to them as well, I don’t mind setting aside some time to get that system added.
I hadn’t tested it in a level blueprint yet since I don’t personally utilize them often and it’s “functional” there but does appear to drop the snapshots stored when you close and reopen the blueprint window for levels. Glad you asked! I’ll look into why that’s happening and get a new version released to fix that issue.
Thanks! I believe Blueprint Diff Tool and Blueprint Snapshot Pro are the only two plugins currently innovating in this space of “mini source control” / “time travel” for blueprints. It’s a great concept.
It does automatically take a snapshot when restoring to a previous snapshot though already
Yeah I noticed this. It’s a nice safety feature!
The auto-snapshot options are what encouraged me to check out BSP. I highly appreciate the guarantee of an “undo” state so one can never forget to snapshot before it’s too late. The auto-saves just get automatically pruned after 20 by default. I’d recommend adding an option.
The author of BSP is currently fixing crashes, sadly, so I thought I’d re-visit your plugin to see how it’s been maturing. I do appreciate how BDT stores snapshots in plain text- quite innovative!
I also didn’t dig too far into that rabbit hole of auto-snapshotting because the regular engine control + z undo option will save 99% of issues people run into in case of mistakes or bugs.
I’ll see if I can get a working setup for a auto-snapshot feature working but that’ll probably further on the horizon with the amount of time I have to tinker lately.
I do believe I have a working fix in place for the level blueprint bug locally but I’ll need a couple more days for testing that before it’ll be ready to ship.