OmniNodes

More than 300 extra Blueprint nodes for files, strings, math, textures, sound, input, UMG, level streaming, physics and system tasks, all callable from C++ too.

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317 Blueprint nodes in 60 categories, every one documented with its type and purpose
File IO: list files (recursive, extension filter), load and save text and string…
Typed reads and writes of custom values in the game ini (bool, int, float, vector,…
String and conversion helpers: explode by multi-character separators, clipboard,…
Geometry math: planes, closest points between lines and segments, sphere/box/line…
Wildcard array Sort and Valid Index, min/max with index, seeded random numbers…
$11.99

OmniNodes is a large Blueprint function library that fills the everyday gaps of Blueprint projects. It lists and reads files, writes text and ini values, formats strings and numbers, solves plane, line, sphere and box problems, loads images and DDS files into textures, plays Ogg files from disk, rebinds input mappings at runtime, finds and manages UMG widgets, spawns and removes streaming level instances, drives ragdolls and socket traces, launches external processes and reports GPU, display and OS information.

Every node lives under the OmniNodes category of the Blueprint context menu, grouped into sub-categories such as File IO, String, Math, Load Texture From File, Key Rebinding, UMG, LevelStreaming, Physics and System. Wildcard nodes sort any array (structs and objects by a named property) and validate indices. Helper classes add a process output pipe, a player controller with subtitle and public IP events, and a key/value lookup component you can add to any actor.

Use it to build options menus (resolutions, full-screen mode, frame-rate cap, key rebinding), modding and data tools that read files from disk, runtime image and audio import, screenshot handling, selection boxes, aim offsets, and the many small utilities a project would otherwise write in C++.

OmniNodes is part of the Alpha XP utilities collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.

318Blueprint nodes
2Engine builds
3Platforms

Key features

  • 317 Blueprint nodes in 60 categories, every one documented with its type and purpose
  • File IO: list files (recursive, extension filter), load and save text and string
  • Typed reads and writes of custom values in the game ini (bool, int, float, vector,
  • String and conversion helpers: explode by multi-character separators, clipboard,
  • Geometry math: planes, closest points between lines and segments, sphere/box/line
  • Wildcard array Sort and Valid Index, min/max with index, seeded random numbers
  • Load PNG, JPG, BMP, ICO, EXR, ICNS and DDS files into textures, read and save pixels,
  • Play .ogg files from disk and create sound waves from them
  • Runtime action and axis key rebinding, simulated key presses and mouse wheel
  • UMG helpers: find, remove and query widgets by class, parent/children queries, insert
  • Actor helpers: ragdoll enter/leave, socket and bone traces, aim offsets, clone static
  • System: launch processes and read their output, GPU and display adapter info,

Blueprint & C++ API

The API is organised into these entry points:

ClassTypeNodesUse it for
OmniNodesFunctionLibraryFunction library253Static nodes β€” callable from anywhere, no object needed.
OmniNodesMathLibraryFunction library32Static nodes β€” callable from anywhere, no object needed.
OmniNodesTMapComponentActor component28Actor component holding fast key/value lookup tables (TMaps) that Blueprint can add to, query, remove from and clear.
OmniNodesProcessPipeObject4Pipe object for use with Create Proc, so that you can receive feedback (STDOUT / STDERR) from the processes you launch.
OmniNodesPlayerControllerPlayer Controller2Player controller that exposes the engine subtitle queue and a public IP lookup to Blueprint.

Callable runs when executed Β· Pure no exec pin, returns a value

Process 4
NodeTypeAvailable onDescription
Create Pipe() β†’ BooleanCallableObject
Close PipeCallableObject
Read From Pipe() β†’ Boolean, Pipe ContentsCallableObjectThis has exec pins because it is an expensive action and the output is saved/cached on the output pin, whereas a Pure node would repeat the action many times, e…

+ 1 more Process nodes β€” full node reference

AI 3
NodeTypeAvailable onDescription
AI Move To With Filter(Pawn: Pawn, Dest: Vector, Filter Class: Navigation Query Filter, Acceptance Radius: Float, Project Destination To Navigation: Boolean, …) β†’ Path Following Request Result::TypeCallableStaticMove to Location with optional Query Filter! 1. Create Custon Nav Area Classes. 2. Use Nav Modifier Volumes to apply custom area class data within the level, then 3.
Get Closest Actor Of Class In Radius Of Location(Actor Class: Actor, Center: Vector, Radius: Float) β†’ Actor, Is ValidPureStatic
Get Closest Actor Of Class In Radius Of Actor(Actor Class: Actor, Actor Center: Actor, Radius: Float) β†’ Actor, Is ValidPureStatic
GPU 4
NodeTypeAvailable onDescription
Get GPU Brand() β†’ StringPureStatic
Get RHI Adapter Name() β†’ StringPureStatic
Get GPU Info() β†’ Device Description, Provider, Driver Version, Driver DatePureStatic

+ 1 more GPU nodes β€” full node reference

System 21
NodeTypeAvailable onDescription
Create Proc(Full Path Of Program To Run: String, Commandline Args: Array of String, Detach: Boolean, Hidden: Boolean, Priority: Integer, …) β†’ Process IdCallableStaticLaunch a new process. If it is not set to be detached, the engine will not fully close until the other process completes. The new process id is returned.
Get Process Application Name(Process Id: Integer) β†’ StringPureStaticYou can obtain ProcessID from processes you initiate via CreateProc
Is Process Running(Process Id: Integer) β†’ BooleanPureStaticYou can obtain ProcessID from processes you initiate via CreateProc
Get Unix Time Stamp(UTC Time: Date Time) β†’ Integer64PureStaticConverts a UTC date/time to a Unix timestamp (seconds since 1970-01-01 UTC).
Get UTC From Unix Time Stamp(Unix Time Stamp: Integer64) β†’ UTC TimePureStaticConverts a Unix timestamp (seconds since 1970-01-01 UTC) to a UTC date/time.
Set Component Tick Rate(Component: Actor Component, Seconds: Float)CallableStaticDynamically change how frequently in seconds a component will tick. Can be altered at any point during game-time.

+ 15 more System nodes β€” full node reference

File IO 9
NodeTypeAvailable onDescription
UTC To Local(UTC Time: Date Time) β†’ Local TimePureStatic
File IO Get Files(Root Folder Full Path: String, Ext: String) β†’ Boolean, FilesPureStaticObtain all files in a provided directory, with optional extension filter. All files are returned if Ext is left blank. Returns false if operation could not occur.
File IO Get Files In Root And All Sub Folders(Root Folder Full Path: String, Ext: String) β†’ Boolean, FilesPureStaticObtain all files in a provided root directory, including all subdirectories, with optional extension filter. All files are returned if Ext is left blank.

+ 6 more File IO nodes β€” full node reference

MD5 2
NodeTypeAvailable onDescription
Create MD 5 Hash(File To Hash: String, File To Store Hash To: String) β†’ BooleanCallableStaticCreates an MD5 hash of a file and stores it in another file.
Compare MD 5 Hash(MD 5 Hash File 1: String, MD 5 Hash File 2: String) β†’ BooleanCallableStaticCompares two MD5 hash files created with Create MD5 Hash.
Misc 13
NodeTypeAvailable onDescription
Create Texture Render Target 2 D(Width: Integer, Height: Integer, Clear Color: Linear Color, Gamma: Float) β†’ Texture Render Target 2 DCallableStaticCreate a new Texture Render Target 2D, ideal for use with Scene Capture Components created during runtime that need their own unique Render Targets
Load Object From Asset Path(Object Class: Object, Path: Name) β†’ Object, Is ValidCallableStaticThe FName that is expected is the exact same format as when you right click on asset -> Copy Reference! You can directly paste copied references into this node!
Get Object Path(Obj: Object) β†’ NamePureStaticUses the same format as LoadObjectFromAssetPath. Use this node to get the asset path of objects in the world.
Loops Reset BP Runaway CounterCallableStaticCall this periodically in a huge loop you are intentionally using to reset the BP runaway loop system.

+ 9 more Misc nodes β€” full node reference

Physics 11
NodeTypeAvailable onDescription
Physics Update Angular Damping(Comp To Update: Primitive Component, New Angular Damping: Float) β†’ BooleanCallableStaticUpdate the Angular Damping during runtime! Make sure the component is simulating physics before calling this! Returns false if the new value could not be set.
Get Distance To Collision(Collision Component: Primitive Component, Point: Vector) β†’ Float, Closest Point On CollisionPureStatic
Get Distance Between Component Surfaces(Collision Component 1: Primitive Component, Collision Component 2: Primitive Component) β†’ Float, Point On Surface 1, Point On Surface 2PureStatic
Physics Enter Rag Doll(The Character: Actor) β†’ BooleanCallableStaticCause a supplied Character (casted from Actor internally) to enter Ragdoll physics. A check will be done to see if the character has a physics asset.

+ 7 more Physics nodes β€” full node reference

Instanced Static Mesh 2
NodeTypeAvailable onDescription
ISM Get All ISM Actors() β†’ OutPureStaticRetrieve an array of all of the OmniNodes Instanced Static Mesh actors that have been created during runtime.
ISM Convert To ISM Actors(Actor Class: Actor, Destroy Original Actors: Boolean, Min Count To Create ISM: Integer) β†’ Created ISM ActorsCallableStaticFinds all instances of a specified Blueprint or class, and all subclasses of this class, and converts them into a single Instanced Static Mesh Actor.
Screenshots 1
NodeTypeAvailable onDescription
Screen Shots Rename Move Most Recent(New Name: String, New Absolute Folder Path: String, High Resolution: Boolean) β†’ Boolean, Original File NameCallableStaticReturns false if the new file could not be created. The folder path must be absolute, such as C:\Users\Self\Documents\YourProject\MyPics.
Key Rebinding 9
NodeTypeAvailable onDescription
Get All Axis And Action Mappings For Key(Key: Key) β†’ Action Bindings, Axis BindingsPureStatic
Get Input Axis From Key Event(Key Event: Key Event) β†’ Omni Nodes Input AxisPureStatic
Get All Axis Key Bindings() β†’ BindingsPureStatic

+ 6 more Key Rebinding nodes β€” full node reference

Sound 5
NodeTypeAvailable onDescription
Sound Class Set Volume(Sound Class Object: Sound Class, New Volume: Float) β†’ BooleanCallableStaticChange volume of Sound class of your choosing, sets the volume instantly! Returns false if the sound class was not found and volume was not set.
Sound Class Get Volume(Sound Class Object: Sound Class) β†’ FloatPureStaticGet Current Sound Volume! Returns -1 if sound class was not found
Play Sound Attached From File(File Path: String, Attach To Component: Scene Component, Attach Point Name: Name, Location: Vector, Location Type: Attach Location::Type, …) β†’ Audio ComponentCallableStaticPlays a .ogg sound from file, attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.

+ 2 more Sound nodes β€” full node reference

Actor 14
NodeTypeAvailable onDescription
Get Time In Play(Actor: Actor) β†’ FloatPureStaticThe number of seconds that this actor has been in play, relative to Get Game Time In Seconds.
Spawn Actor Into Level(Actor Class: Actor, Level: Name, Location: Vector, Rotation: Rotator, Spawn Even If Colliding: Boolean) β†’ ActorCallableStaticSpawn an Actor and choose which level you want them to spawn into!
Get Static Mesh Vertex Locations(Comp: Static Mesh Component) β†’ Boolean, Vertex PositionsPureStaticObtain the scaled,rotated, and translated vertex positions for any static mesh!
Add To Actor Rotation(The Actor: Actor, Add Rot: Rotator)CallableStatic

+ 10 more Actor nodes β€” full node reference

Math β€Ί Plane 3
NodeTypeAvailable onDescription
Create Plane(Center: Vector, Normal: Vector) β†’ PlanePureStaticCreates a plane centered on a world space point with a facing direction of Normal.
Point Distance To Plane(Plane: Plane, Point: Vector) β†’ DistancePureStatic>0: point is in front of the plane, <0: behind, =0: on the plane *
Is Point On Plane(Plane: Plane, Point: Vector, Tolerance: Float) β†’ BooleanPureStaticUse a larger tolerance to allow inaccuracy of measurement in certain situations
Math β€Ί Integer 8
NodeTypeAvailable onDescription
Int Plus Equals(Int: PARAM(ref) int 32, Add: Integer) β†’ Int OutCallableStaticEasily add to an integer!
Int Minus Equals(Int: PARAM(ref) int 32, Sub: Integer) β†’ Int OutCallableStaticEasily subtract from an integer!
Negate Int(A: Integer) β†’ IntegerPureStaticReverses the sign (- or +) of an integer.

+ 5 more Math β€Ί Integer nodes β€” full node reference

Math β€Ί Float 4
NodeTypeAvailable onDescription
Float Plus Equals(Float: PARAM(ref) float, Add: Float) β†’ Float OutCallableStaticEasily add to a float!
Float Minus Equals(Float: PARAM(ref) float, Sub: Float) β†’ Float OutCallableStaticEasily subtract from a float!
Negate Float(A: Float) β†’ FloatPureStaticReverses the sign (- or +) of a float.

+ 1 more Math β€Ί Float nodes β€” full node reference

Array 6
NodeTypeAvailable onDescription
Sort Int Array(Int Array: PARAM(ref) T Array<int 32>) β†’ Int Array RefCallableStaticSort an integer array, smallest value will be at index 0 after sorting. Modifies the input array, no new data created.
Sort Float Array(Float Array: PARAM(ref) T Array<float>) β†’ Float Array RefCallableStaticSort a float array, smallest value will be at index 0 after sorting. Modifies the input array, no new data created.
Max Of Float Array(Float Array: Array of Float) β†’ Index Of Max Value, Max ValuePureStaticMax of all array entries. Returns -1 if the supplied array is empty. Returns the index of the max value as well as the value itself.

+ 3 more Array nodes β€” full node reference

Math β€Ί Vector2D 3
NodeTypeAvailable onDescription
Equal (vector2D)(A: Vector 2D, B: Vector 2D, Error Tolerance: Float) β†’ BooleanPureStaticReturns true if vector2D A is equal to vector2D B (A == B) within a specified error tolerance
Not Equal (vector2D)(A: Vector 2D, B: Vector 2D, Error Tolerance: Float) β†’ BooleanPureStaticReturns true if vector2D A is not equal to vector2D B (A != B) within a specified error tolerance
Negate Vector 2 D(A: Vector 2D) β†’ Vector 2DPureStaticReverses the sign (- or +) of a Vector2D.
Interpolation 1
NodeTypeAvailable onDescription
UFUNCTION(Blueprint Pure, Category, meta)PureStatic
Math 4
NodeTypeAvailable onDescription
Vector 2 D Interp To(Current: Vector 2D, Target: Vector 2D, Delta Time: Float, Interp Speed: Float) β†’ Vector 2DPureStaticUFUNCTION(BlueprintPure, Category="Math|Interpolation", meta=(Keywords="position"))
Vector 2 D Interp To Constant(Current: Vector 2D, Target: Vector 2D, Delta Time: Float, Interp Speed: Float) β†’ Vector 2DPureStaticUFUNCTION(BlueprintPure, Category="Math|Interpolation", meta=(Keywords="position"))
Map Range Clamped(Value: Float, In Range A: Float, In Range B: Float, Out Range A: Float, Out Range B: Float) β†’ FloatPureStaticReturns Value mapped from one range into another where the value is clamped to the output range. (e.g. 0.5 normalized from the range 0->1 to 0->50 would result in 25)

+ 1 more Math nodes β€” full node reference

Conversion 11
NodeTypeAvailable onDescription
Text Is Numeric(Text: Text) β†’ BooleanPureStatic
Text To Float(Text: Text, Use Dot For Thousands: Boolean) β†’ FloatPureStatic
Text To Int(Text: Text, Use Dot For Thousands: Boolean) β†’ IntegerPureStatic
String to Vector(String: String) β†’ Converted Vector, Is ValidPureStaticConvert String Back To Vector. IsValid indicates whether or not the string could be successfully converted.

+ 7 more Conversion nodes β€” full node reference

Custom Config Vars 16
NodeTypeAvailable onDescription
Get Custom Config Var Bool(Section Name: String, Variable Name: String) β†’ Boolean, Is ValidPureStaticGet Custom Config Var! These are stored in Saved/Config/Windows/Game.ini
Get Custom Config Var Int(Section Name: String, Variable Name: String) β†’ Integer, Is ValidPureStaticGet Custom Config Var! These are stored in Saved/Config/Windows/Game.ini
Get Custom Config Var Float(Section Name: String, Variable Name: String) β†’ Float, Is ValidPureStaticGet Custom Config Var! These are stored in Saved/Config/Windows/Game.ini
Get Custom Config Var Vector(Section Name: String, Variable Name: String) β†’ Vector, Is ValidPureStaticGet Custom Config Var! These are stored in Saved/Config/Windows/Game.ini
Get Custom Config Var Rotator(Section Name: String, Variable Name: String) β†’ Rotator, Is ValidPureStaticGet Custom Config Var! These are stored in Saved/Config/Windows/Game.ini

+ 11 more Custom Config Vars nodes β€” full node reference

Transform 2
NodeTypeAvailable onDescription
Transform Vector To Actor Space Angle(Actor: Actor, In Vector: Vector) β†’ RotatorPureStatic
Transform Vector To Actor Space(Actor: Actor, In Vector: Vector) β†’ VectorPureStatic
UMG 10
NodeTypeAvailable onDescription
Get Head Mounted Display Device Type() β†’ NamePureStatic
Get All Widgets Of Class(Widget Class: User Widget, Top Level Only: Boolean) β†’ Found WidgetsCallableStaticFind all widgets of a certain class! Top level only means only widgets that are directly added to the viewport will be found
Remove All Widgets Of Class(Widget Class: User Widget)CallableStaticRemove all widgets of a certain class from viewport!

+ 7 more UMG nodes β€” full node reference

Networking 3
NodeTypeAvailable onDescription
Get Player Unique Net ID() β†’ IntegerPureStaticRetrieves the unique net ID for the local player as a number!
Player State Get Player ID(The PC: Player Controller) β†’ Boolean, Player IDCallableStaticGet the Unique PlayerID from the PlayerState for a supplied Player Controller. Returns false if operation could not occur.
Is Stand Alone() β†’ BooleanPureStaticReturns whether this game instance is single player.
Graphics Settings 4
NodeTypeAvailable onDescription
Graphics Settings Set Frame Rate Cap(New Value: Float)CallableStaticSet the Max Frame Rate. Min value is 10.
Graphics Settings Set Frame Rate To Be UnboundCallableStaticOnly hardware dependent, no smoothing
Graphics Settings Full Screen Get() β†’ TEnumAsByte<EOmniNodesFullScreenMode::Type>PureStaticGet Full Screen Type

+ 1 more Graphics Settings nodes β€” full node reference

Controller 1
NodeTypeAvailable onDescription
Player Controller Get Controller ID(The PC: Player Controller) β†’ Boolean, Controller IDCallableStaticGet the Controller ID for a supplied Player Controller. Returns false if operation could not occur.
Character 3
NodeTypeAvailable onDescription
Character Movement Set Max Move Speed(The Character: Character, New Max Move Speed: Float) β†’ BooleanCallableStaticSet Max Move Speed. Supply the Character whose Character Movement to change!
Accessor Get Player Controller(The Character: Actor) β†’ Player Controller, Is ValidPureStaticGet Player Character's Player Controller. Requires: The Passed in Actor must be a character and it must be a player controlled character.
Accessor Get Character Skeletal Mesh(The Character: Actor) β†’ Skeletal Mesh Component, Is ValidCallableStaticRetrieves the "Mesh" component of a Character. IsValid lets you know if the data is valid, make sure to check if it is! Requires: the passed in Actor must be a Character
String 11
NodeTypeAvailable onDescription
Count Occurrances Of Sub String(Source: String, Sub String: String, Search Case: Search Case::Type) β†’ IntegerPureStatic
Append Inline(String: PARAM(ref) F String, To Append: String, Append Newline: Boolean) β†’ ResultCallableStatic
Is Alpha Numeric(String: String) β†’ BooleanPureStatic
Get String From OS Clipboard() β†’ From ClipboardPureStatic

+ 7 more String nodes β€” full node reference

Material 1
NodeTypeAvailable onDescription
Does Material Have Parameter(Mat: Material Interface, Parameter: Name) β†’ BooleanPureStaticThis node checks all Scalar, Vector, and Texture parameters of a material to see if the supplied parameter name is an actual parameter in the material!
OmniNodes 1
NodeTypeAvailable onDescription
Accessor Get Socket Local Transform(Mesh: Skeletal Mesh Component, Socket Name: Name) β†’ // bool, Local TransformCallableStatic
Input 4
NodeTypeAvailable onDescription
Simulate Mouse Wheel(Delta: Float)CallableStatic
Simulate Key Press(The PC: Player Controller, Key: Key, Event Type: Input Event)CallableStatic
Viewport Set Mouse Position(The PC: Player Controller, Pos X: Float, Pos Y: Float) β†’ BooleanCallableStaticSET the Mouse Position! Returns false if the operation could not occur

+ 1 more Input nodes β€” full node reference

Game Window 6
NodeTypeAvailable onDescription
Viewport Get Mouse Position(The PC: Player Controller) β†’ Boolean, Pos X, Pos YPureStaticGet the Cursor Position within the Player's Viewport. This will return a result consistent with SET Mouse Position Returns false if the operation could not occur
Viewport Get Center Of Viewport(The PC: Player Controller) β†’ Boolean, Pos X, Pos YPureStaticGet the coordinates of the center of the player's screen / viewport. Returns false if the operation could not occur
Client Window Game Window Is Fore Ground In OS() β†’ BooleanPureStaticIs the Current Game Window the Foreground window in the OS, or in the Editor? This will be accurate in standalone running of the game as well as in the editor PIE

+ 3 more Game Window nodes β€” full node reference

3d Lines 3
NodeTypeAvailable onDescription
Draw Thick 3 D Line From Character Socket(The Character: Actor, End Point: Vector, Socket: Name, Line Color: Linear Color, Thickness: Float, …)CallableStaticDraw 3D Line of Chosen Thickness From Socket on Character's Mesh to Destination, conversion of AActor to ACharacter done internally for your convenience.
Draw Thick 3 D Line From Socket(Mesh: Skeletal Mesh Component, End Point: Vector, Socket: Name, Line Color: Linear Color, Thickness: Float, …)CallableStaticDraw 3D Line of Chosen Thickness From Mesh Socket to Destination. Duration is in Seconds
Draw Thick 3 D Line Between Actors(Start Actor: Actor, End Actor: Actor, Line Color: Linear Color, Thickness: Float, Duration: Float)CallableStaticDraw 3D Line of Chosen Thickness Between Two Actors. Duration is in Seconds
Aim Offset 2
NodeTypeAvailable onDescription
Animation Get Aim Offsets(Anim BP Owner: Actor) β†’ Boolean, Pitch, YawCallableStaticAnimBPOwner; Must be a Character, Conversion Internally For Convenience.\n\nRetrieves the Aim Offsets Pitch & Yaw Based On the Rotation of the Controller of The…
Animation Get Aim Offsets From Rotation(Anim BP Owner: Actor, The Rotation: Rotator) β†’ Boolean, Pitch, YawCallableStaticAnimBPOwner; Must be a Character, Conversion Internally For Convenience.\n\nRetrieves the Aim Offsets Pitch & Yaw for the AnimBPOwner Based On the supplied Rota…
Components β€Ί SkinnedMesh 1
NodeTypeAvailable onDescription
Get All Bone Names Below Bone(Skeletal Mesh Comp: Skeletal Mesh Component, Starting Bone Name: Name) β†’ Integer, Bone NamesCallableStaticGet All Bone Names Below Bone, requires a physics asset.
Traces 4
NodeTypeAvailable onDescription
Trace Data Get Trace Data From Character Socket(The Character: Actor, Trace Rotation: Rotator, Trace Length: Float, Socket: Name, Draw Trace Data: Boolean, …) β†’ Boolean, Trace Start, Trace EndCallableStaticDoes Not Do A Trace, But Obtains the Start and End for doing a Trace:\n\nTakes in an actor (for convenience) and tries to cast it to Character.
Trace Data Get Trace Data From Skeletal Mesh Socket(Mesh: Skeletal Mesh Component, Trace Rotation: Rotator, Trace Length: Float, Socket: Name, Draw Trace Data: Boolean, …) β†’ Boolean, Trace Start, Trace EndCallableStaticDoes Not Do A Trace, But Obtains the Start and End for doing a Trace:\n\nTakes in a Skeletal Mesh Component and a socket name to trace from.
Traces Character Mesh Trace Closest Bone(Trace Owner: Actor, Trace Start: Vector, Trace End: Vector) β†’ Actor, Out Impact Point, Out Impact Normal, Closest Bone NameCallableStaticDoes a simple line trace given Trace Start and End, and if a Character is hit by the trace, then a component trace is performed on that character's mesh.

+ 1 more Traces nodes β€” full node reference

Paths 7
NodeTypeAvailable onDescription
Paths Win 64 Dir Binary Location() β†’ StringPureStaticInstallDir/GameName/Binaries/Win64
Paths Windows No Editor Dir() β†’ StringPureStatic
Paths Game Root Directory() β†’ StringPureStatic

+ 4 more Paths nodes β€” full node reference

Load Texture From File 9
NodeTypeAvailable onDescription
Load Texture 2 D From DDS File(Full File Path: String) β†’ Texture 2 DCallableStaticLoad a Texture 2D from a DDS file (DXT1/DXT3/DXT5/BC4/BC5 or uncompressed 32-bit BGRA, 2D textures only).
Load Texture 2 D From File(Full File Path: String, Image Format: Omni Nodes Image Formats) β†’ Texture 2 D, Is Valid, Width, HeightPureStaticLoad a Texture2D from a JPG,PNG,BMP,ICO,EXR,ICNS file! IsValid tells you if file path was valid or not.
Load Texture 2 D From File Pixels(Full File Path: String, Image Format: Omni Nodes Image Formats) β†’ Texture 2 D, Is Valid, Width, HeightPureStaticLoad a Texture2D from a JPG,PNG,BMP,ICO,EXR,ICNS file! IsValid tells you if file path was valid or not.

+ 6 more Load Texture From File nodes β€” full node reference

Random 14
NodeTypeAvailable onDescription
construct RandCallableStaticConstruct a random device, returns either a random device or the default random engine; system dependant;
seed Rand(seed: Integer)CallableStaticSeed Rand with value passed
seed Rand With TimeCallableStaticSeed Rand with current time
seed Rand With EntropyCallableStaticSeed Rand with entropy

+ 10 more Random nodes β€” full node reference

Actor β€Ί Get Immediate Attached Actors 1
NodeTypeAvailable onDescription
Actor Get Attached Actors(Parent Actor: Actor) β†’ Actors ArrayPureStaticGet the actors that are directly attached to the parent actor.
Post Process 1
NodeTypeAvailable onDescription
Set Bloom Intensity(Post Process Volume: Post Process Volume, Intensity: Float)CallableStaticModify the bloom intensity of a post process volume.
Utilities β€Ί Array 2
NodeTypeAvailable onDescription
Valid Index(Target Array: Array of Integer, Index: Integer) β†’ BooleanPureStaticSee if index is a valid index for this array
Sort(Target Array: Array of Integer, Ascending Order: Boolean, Variable Name: Name)CallableStaticSort the elements of an array by FString, FName, FText, float, int or boolean. Supports struct and object based arrays.
SceneCapture 4
NodeTypeAvailable onDescription
Capture Component 2 D Project(Target: Scene Capture Component 2 D, Location: Vector) β†’ Boolean, Out Pixel LocationPureStaticProjects a world location to pixel coordinates in the render target of a scene capture component.
Capture 2 D Project(Target: Scene Capture 2 D, Location: Vector) β†’ Boolean, Out Pixel LocationPureStaticProjects a world location to pixel coordinates in the render target of a scene capture actor.
Capture Component 2 D Save Image(Target: Scene Capture Component 2 D, Image Path: String, Clear Colour: Linear Color) β†’ BooleanCallableStaticCurrently the only supported format for this function is B8G8R8A8. Make sure to include the appropriate image extension in your file path! Recommended: .bmp, .jpg, .png.

+ 1 more SceneCapture nodes β€” full node reference

Team 2
NodeTypeAvailable onDescription
Get Generic Team Id(Target: Actor) β†’ BytePureStatic
Set Generic Team Id(Target: Actor, New Team Id: Byte)CallableStatic
LevelStreaming 5
NodeTypeAvailable onDescription
Get Level Instance Info(Level Instance: Level Streaming Dynamic) β†’ Omni Nodes Level Stream Instance InfoCallableStatic
Add To Streaming Levels(Level Instance Info: Omni Nodes Level Stream Instance Info)CallableStatic
Remove From Streaming Levels(Level Instance Info: Omni Nodes Level Stream Instance Info)CallableStatic

+ 2 more LevelStreaming nodes β€” full node reference

Components 3
NodeTypeAvailable onDescription
PrestreamTextures (Component)(Target: Mesh Component, Seconds: Float, Enable Streaming: Boolean, Cinematic Texture Groups: Integer)CallableStaticTells the streaming system to start loading all textures with all mip-levels.
Get Component Relative Location(Parent Component: Scene Component, Child Component: Scene Component) β†’ VectorPureStatic
Get Component Relative Rotation(Parent Component: Scene Component, Child Component: Scene Component) β†’ RotatorPureStatic
Game β€Ί Viewport 5
NodeTypeAvailable onDescription
Get Viewport Position(Screen Position: Vector 2D) β†’ Boolean, Out Viewport PositionCallableStaticConverts the screen position (primary screen's top left corner) supplied by pointer events or similar to the local space of viewport related to WorldContextObject.
Get Viewport Position Hit Result By Channel(Viewport Position: Vector 2D, Trace Channel: Collision Channel, Trace Complex: Boolean) β†’ Boolean, Out Hit ResultCallableStaticDoes a line collision trace based the viewport position and returns the first blocking hit encountered.
Viewport Position Deproject(Viewport Position: Vector 2D) β†’ Boolean, Out World Origin, Out World DirectionCallableStaticTransforms the viewport position into a world space origin and direction.

+ 2 more Game β€Ί Viewport nodes β€” full node reference

Widget β€Ί Panel 1
NodeTypeAvailable onDescription
Insert Child At(Parent: Widget, Index: Integer, Content: Widget) β†’ Panel SlotCallableStaticInserts child widget into panel widget at given location. NOTE: The child widgets "Construct" event will be fired again!
Vector 1
NodeTypeAvailable onDescription
Get Vector Relative Location(Parent Location: Vector, Parent Rotation: Rotator, Child Location: Vector) β†’ VectorPureStatic
Rotator 1
NodeTypeAvailable onDescription
Get Rotator Relative Rotation(Parent Rotation: Rotator, Child Rotation: Rotator) β†’ RotatorPureStatic
Utilities β€Ί String 1
NodeTypeAvailable onDescription
IsEmpty(Target: String) β†’ BooleanPureStatic
Console 2
NodeTypeAvailable onDescription
Get Console Variable Float(Variable Name: String) β†’ FloatPureStatic
Get Console Variable Int(Variable Name: String) β†’ IntegerPureStatic
Math β€Ί Vector 11
NodeTypeAvailable onDescription
Set Vector Length(A: Vector, size: Float) β†’ VectorPureStaticChanges the size (length) of a Vector to the given size (normalized vector * size).
Vector Radians To Degrees(Rad Vector: Vector) β†’ VectorPureStaticConverts radians to degrees.
Vector Degrees To Radians(Deg Vector: Vector) β†’ VectorPureStaticConverts degrees to radians.
Closest Point On Sphere To Line(Sphere Origin: Vector, Sphere Radius: Float, Line Origin: Vector, Line Dir: Vector) β†’ VectorPureStaticFind closest point on a Sphere to a Line. When line intersects Sphere, then closest point to LineOrigin is returned.

+ 7 more Math β€Ί Vector nodes β€” full node reference

Math β€Ί Vector β€Ί Intersection 7
NodeTypeAvailable onDescription
Is Point Inside Box(Point: Vector, Box Origin: Vector, Box Extent: Vector) β†’ BooleanPureStaticReturns true if the given Point vector is within a box (defined by BoxOrigin and BoxExtent).
Is Line Inside Sphere(Line Start: Vector, Line Dir: Vector, Line Length: Float, Sphere Origin: Vector, Sphere Radius: Float) β†’ BooleanPureStaticDetermines whether a line intersects a sphere.
Line Extent Box Intersection(in Box: Box, Start: Vector, End: Vector, Extent: Vector) β†’ Boolean, Hit Location, Hit Normal, Hit TimePureStaticSwept-Box vs Box test. Sweps a box defined by Extend from Start to End points and returns whether it hit a box or not plus the hit location and hit normal if successful.

+ 4 more Math β€Ί Vector β€Ί Intersection nodes β€” full node reference

Math β€Ί Anchor 1
NodeTypeAvailable onDescription
Convert Anchor To Anchor(Current Anchor: Anchors, Offsets: Margin, Target Anchor: Anchors) β†’ Converted OffsetsPureStaticConverts UMG layout offsets to another anchor.
Subtitles 1
NodeTypeAvailable onDescription
Play Speech Sound(Sound: Sound Base, Volume Multiplier: Float, Pitch Multiplier: Float, Start Time: Float) β†’ Audio ComponentCallablePlayer ControllerPlays a 2D sound. When its subtitles are queued, On Subtitles Queued is called with them.
Player Controller 1
NodeTypeAvailable onDescription
Get My IP Send Request() β†’ BooleanCallablePlayer ControllerRequests this machine's public IP address from the public ipify service. Returns false if the HTTP module is unavailable or the request could not be started.
TMap Component β€Ί Add 7
NodeTypeAvailable onDescription
String Actor Add Pair(Key: String, Value: Actor)CallableComponentAdds a key/value pair. If the key already exists, its current value is replaced with the new value.
String String Add Pair(Key: String, Value: String)CallableComponentAdds a key/value pair. If the key already exists, its current value is replaced with the new value.
String Int Add Pair(Key: String, Value: Integer)CallableComponentAdds a key/value pair. If the key already exists, its current value is replaced with the new value.

+ 4 more TMap Component β€Ί Add nodes β€” full node reference

TMap Component β€Ί Get 7
NodeTypeAvailable onDescription
String Actor Get(Key: String) β†’ Actor, Is ValidPureComponentGets the value associated with the key. IsValid is false if the key is not present.
String String Get(Key: String) β†’ String, Is ValidPureComponentGets the value associated with the key. IsValid is false if the key is not present.
String Int Get(Key: String) β†’ Integer, Is ValidPureComponentGets the value associated with the key. IsValid is false if the key is not present.

+ 4 more TMap Component β€Ί Get nodes β€” full node reference

TMap Component β€Ί Remove 7
NodeTypeAvailable onDescription
String Actor Remove(Key: String)CallableComponentRemoves the key and any associated value from the TMap.
String String Remove(Key: String)CallableComponentRemoves the key and any associated value from the TMap.
String Int Remove(Key: String)CallableComponentRemoves the key and any associated value from the TMap.

+ 4 more TMap Component β€Ί Remove nodes β€” full node reference

TMap Component β€Ί Clear 7
NodeTypeAvailable onDescription
String Actor ClearCallableComponentRemoves every entry from the TMap.
String String ClearCallableComponentRemoves every entry from the TMap.
String Int ClearCallableComponentRemoves every entry from the TMap.

+ 4 more TMap Component β€Ί Clear nodes β€” full node reference

Options & enums

EnumValues
Image FormatsJPG PNG BMP ICO EXR ICNS

Compatibility

UE 4.27OmniNodes 4.27.zipUE 5.8OmniNodes 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
macOSEditor & packaged
LinuxEditor & packaged
ModuleTypeLoading phase
OmniNodesRuntimePreDefault

Technical details

Code modulesOmniNodes (Runtime)
Blueprints0 Β· C++ classes: 6
Network replicatedNo
Development platformsWindows: Yes, Mac: Not verified
Target build platformsWin64, Mac, Linux (Win64 verified)
Third-party softwareNo
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes6 + 4 structs
Blueprint nodes318
DocumentationDocumentation.html (in the download)
DownloadOmniNodes.zip Β· 302 KB
Versionv1.0.0

What's in the download

FileWhat it is
OmniNodes 4.27.zipPlugin build for Unreal Engine 4.27
OmniNodes 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the OmniNodes folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable OmniNodes under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search Process β€” or include the public headers from C++.
  5. Package for your target platform (Windows, macOS, Linux).

Good to know

Built and verified warning-free for Unreal Engine 4.27 and 5.8. The key rebinding nodes edit the legacy action/axis mappings of the Input Settings (not Enhanced Input), and Flash Game on Task Bar only has an effect on Windows; Mac and Linux are enabled by the plugin and supported by the code but not verified by Alpha XP. Developed and maintained by Alpha XP.

Everything included

  • 317 Blueprint nodes in 60 categories, every one documented with its type and purpose
  • File IO: list files (recursive, extension filter), load and save text and string…
  • Typed reads and writes of custom values in the game ini (bool, int, float, vector,…
  • String and conversion helpers: explode by multi-character separators, clipboard,…
  • Geometry math: planes, closest points between lines and segments, sphere/box/line…
  • Wildcard array Sort and Valid Index, min/max with index, seeded random numbers…
  • Load PNG, JPG, BMP, ICO, EXR, ICNS and DDS files into textures, read and save pixels,…
  • Play .ogg files from disk and create sound waves from them
  • Runtime action and axis key rebinding, simulated key presses and mouse wheel
  • UMG helpers: find, remove and query widgets by class, parent/children queries, insert…
  • Actor helpers: ragdoll enter/leave, socket and bone traces, aim offsets, clone static…
  • System: launch processes and read their output, GPU and display adapter info,…

Platforms

WindowsmacOSLinux

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileOmniNodes.zip
FormatZIP
Size302 KB
Versionv1.0.0
SHA-2569b499fbcbf144397…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
  • Non-commercial use
  • Community support
  • 14-day refund window
Read the Personal terms
β˜… Most popular

Commercial

$59.99

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
Read the Commercial terms

Extended

$189.00

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
Read the Extended terms

One purchase per product, no subscription. Each licence comes with a signed key β€” 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
β€”
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Reviews are for customers who bought OmniNodes.
Email supportsupport@alphaxp.net β€” include your order reference.
What support coversInstallation help, download or activation problems, and questions about documented behaviour, for your licence term.
Keys & downloadsLost a key or a download link? Everything you bought is in My library.
Refunds & terms14-day refunds from your order page. Refund policy Β· Personal terms Β· Commercial terms Β· Extended terms

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 β€” One non-commercial project. Commercial β€” Ship paid products. Extended β€” 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 β€” 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 β†’ 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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Software you own, from the people who built it.

117 products, one studio. Each ships with a signed licence key, an instant download and 14-day refunds β€” and every file is malware-scanned before it goes on sale.