NodeListPro
Editor tool that lists every Blueprint-exposed node (functions, async nodes, events/delegates, variables, structs, enums) of any project or engine plugin — grouped per c…
THE PROBLEM
You install a new plugin — a matchmaking framework, an EOS wrapper, a monetization SDK — and then spend the next hour right-clicking in an Event Graph, typing guesses into the context menu, and hoping you stumble onto the node you need. The documentation, if it exists, is rarely a complete list. There is no single place in the Unreal Editor that simply tells you: "here is every Blueprint node this plugin actually ships."
The same problem hits you from the other direction when you AUTHOR a plugin. Before you submit to Fab, before you write your docs, before you hand a build to a teammate, you need to know exactly what your plugin exposes to Blueprint — every callable, every pure getter, every async node, every dispatcher, every struct and enum — and whether anything leaked out that you did not intend to expose.
NodeList Pro solves both sides of that problem in one docked editor panel.
WHAT IT DOES
NodeList Pro answers a simple but tedious question: "What Blueprint nodes does this plugin actually expose?"
It reflects over everything the engine has loaded and builds a clean, searchable three-level tree — Plugin → Class → Member — of the complete Blueprint-facing API surface of any plugin in your project. For every single entry it shows you:
• The C++ signature or property type, formatted to read like real code.
• The node's Category metadata (the folder it lives under in the right-click menu).
• The node's tooltip — the in-editor comment a designer would see.
No more guessing. No more scrolling context menus. Pick a plugin, read its entire Blueprint API top to bottom, and search it instantly.
EVERY NODE KIND, CLEARLY LABELLED
NodeList Pro recognizes and color-codes every kind of Blueprint-exposed member, each with its own badge so you can scan the tree at a glance:
FN BlueprintCallable functions
PURE BlueprintPure functions (the green, wireless getter nodes)
EVENT BlueprintImplementableEvent / BlueprintNativeEvent events
ASYNC Async / latent action nodes (UBlueprintAsyncActionBase), the ones with execution pins that fire on completion
DISPATCH BlueprintAssignable multicast delegates (event dispatchers)
VAR BlueprintVisible properties, tagged [read-only] or [read/write] so you know if you can set them
STRUCT BlueprintType structs
ENUM BlueprintType enums (with their value count)
CLASS the owning UClass grouping
PLUGIN the plugin grouping, one per plugin that exposes anything
This is the full surface that matters in Blueprint — not just functions.
Most "node list" approaches stop at callable functions and miss the async nodes, the dispatchers, and the exposed data types that designers actually wire together. NodeList Pro shows all of it.
A FAST, FOCUSED EDITOR UI
The panel opens from the main menu under Tools → "Blueprint Node List"
and docks anywhere in your layout like any other editor tab.
• Header bar with a live running summary that updates as you filter:
N plugins • N types • N Blueprint nodes
• Plugin dropdown to scope the tree to a single plugin, or view all plugins at once.
• Live filter box that matches across name, category AND tooltip simultaneously. As you type, the tree auto-expands to reveal every match; clear the box and it collapses back to plugin level.
• "Engine plugins" toggle — off by default so you see only your project's plugins, on when you want to explore the engine's own Blueprint API too.
• Refresh to re-scan after you load a new plugin's content or recompile C++ (reflection only sees what is loaded).
• Per-plugin branding pulled straight from each .uplugin descriptor:
the plugin's Resources/Icon128.png shown inline, its FriendlyName as the display title, and its VersionName as a green version pill.
Hover any row for a tooltip with the member's full name and complete, un-truncated description.
EXPORT TO MARKDOWN
One click on "Export Markdown" writes the currently visible (filtered)
list to a .md file under your project's Saved/NodeListPro/ folder, with an "Open folder" link in the success notification.
The export is grouped by plugin (with version and counts), then by class, then lists each node with its kind, signature, category and tooltip — ready to paste straight into a wiki, a README, or a Fab listing. It is the fastest way to produce accurate, complete API documentation for a plugin you are shipping, and it stays in sync because it is generated from live reflection rather than written by hand.
PLACE IN BLUEPRINT — VISUAL NODE GALLERIES
For a selected plugin, "Place in Blueprint" builds a brand-new catalog Blueprint under /Game/NodeListPro/ and spawns every node of that plugin into its Event Graph, neatly grouped per category inside labelled comment boxes. You get a confirmation dialog with the node count first.
This is perfect for producing visual node galleries — screenshots of a plugin's entire API laid out graphically — for store pages, tutorials and documentation. Enable the "Screenshot boxes" option and NodeList Pro will additionally save a PNG of each comment box to Saved/NodeListPro/Screenshots/, giving you ready-made marketing/diagram images.
100% NON-DESTRUCTIVE — READ-ONLY BY DESIGN
This is the most important promise NodeList Pro makes: it never edits, re-saves, moves, or reorganizes your existing Blueprints. It only reads reflection data the engine already has in memory.
Even the "Place in Blueprint" action is non-destructive — it always creates a FRESH catalog asset and leaves every Blueprint you authored completely untouched. You can run NodeList Pro on a production project with total confidence that nothing of yours will be modified.
HOW IT WORKS UNDER THE HOOD
1. Plugin enumeration — walks IPluginManager's discovered plugins, keeping the enabled ones (and engine plugins only when you ask), recording a module→plugin map and each descriptor's version, friendly name and icon path.
2. Reflection sweep — iterates all loaded UClass, UScriptStruct and UEnum objects, skipping transient/trash reflection objects (SKEL_, REINST_, TRASHCLASS_, …), and maps each back to its owning plugin via its /Script/<Module> package.
3. Member extraction — for each owned class it collects the functions and properties DECLARED on that class (never inherited noise), classifies each into a kind, and builds a readable C++ signature.
4. Assembly — groups everything into the Plugin → Class → Member tree, sorts by kind then name, and annotates counts.
5. Filtering — the panel clones a filtered copy of the tree on every search or scope change and feeds it to the tree view, while preserving the full unfiltered set for export and Place-in-Blueprint.
Because reflection only sees what is loaded, the Refresh button lets you re-scan after loading a plugin's content or recompiling C++.
WHO IT IS FOR
• Plugin authors auditing and documenting their own Blueprint API before a Fab / Marketplace submission.
• Developers learning an unfamiliar third-party plugin without digging through C++ headers.
• Technical designers who need a searchable reference of every node available in a project.
• Teams producing API documentation, node galleries, and onboarding material that must stay accurate.
TECHNICAL DETAILS
• Engine version: Unreal Engine 4.27
• Plugin type: Editor-only (no runtime cost, nothing in a cooked build)
• Modules: NodeListPro — Editor, loads at PostEngineInit • Supported platforms: Win64, Mac, Linux (editor)
• Network access: none — purely local, in-editor reflection
• Number of C++ modules: 1
• Number of Blueprint nodes added: 0 (NodeList Pro is a tool, not a runtime API — it lists other plugins' nodes, it does not add its own)
• Content: none required (CanContainContent = false)
NodeList Pro 1.0.0 — © Alpha XP 2026.
Everything included
Editor tool that lists every Blueprint-exposed node (functions, async nodes, events/delegates, variables, structs, enums) of any project or engine plugin — grouped per c…
Platforms
Requirements
- Unreal Engine 4.27 and 5.8
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key — 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0LatestJun 24, 2026
- Unreal Engine 4.27 and 5.8
Be the first to review NodeListPro — reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal — One non-commercial project. Commercial — Ship paid products. Extended — Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes — paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features → In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
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