Easy Node Arranger Documentation
Easy Node Arranger 2.0.0
CelestiaDominance
Unreal Engine 5.7 and 5.8 | Windows Editor
PURPOSE
Easy Node Arranger organizes selected graph nodes visually. It supports the standard Blueprint, Material and Animation Blueprint graph editors. It changes node positions, not the meaning of your graph: it does not create nodes, replace connections or fix execution logic.
QUICK USE
1. Open a graph and select at least two nodes you want to arrange.
2. Right-click a selected node.
3. Choose Easy Node Arranger > Arrange Selected Nodes, then select a layout.
4. Use Undo or Redo to reverse or restore the arrangement.
Ctrl+Shift+A repeats the most recently chosen layout while the graph has keyboard focus. The starting layout for a new editor session is Flow (Left to Right). Click inside the graph before using the shortcut. The shortcut does not run while typing in a node title, pin text field or search box. You can change the shortcut in Editor Preferences > Keyboard Shortcuts by searching for Easy Node Arranger.
LAYOUTS
Flow (Left to Right): places connected nodes in successive columns based on the direction of their selected connections.
Flow (Top to Bottom): follows the same connection direction down the graph.
Layered: centers the node columns relative to the tallest column.
Compact: uses half your configured horizontal and vertical spacing in a flow layout.
Group Connected: puts each connected selection group in its own column, with extra space between groups.
Straighten Connections: uses displayed pin heights where available to align an incoming connection. Branches and multiple inputs may prevent every wire from becoming straight; node separation takes priority.
Grid: places nodes in uniformly sized cells based on the largest selected node.
Circle: distributes nodes around a circle sized to keep their bodies separated.
Tree (Top Down): centers each connection-depth row in a top-down layout.
Snake/Zigzag: alternates the direction of successive grid rows.
Align Vertical: stacks nodes in one column with their horizontal centers aligned.
The tool uses stable node identities to make ordering repeatable. Layouts can therefore reorder nodes instead of preserving the order in which you selected them. Repeating a layout with unchanged settings and node dimensions keeps its position stable rather than moving the selection across the canvas.
SPACING SETTINGS
Open Editor Preferences > Plugins > Easy Node Arranger.
Horizontal Spacing: gap between node columns; default 120 graph units.
Vertical Spacing: gap between node rows; default 80 graph units.
Grid Columns: column count for Grid and Snake. The default 0 chooses a roughly square layout automatically.
These are editor preferences for the current project. Changes affect the next arrangement, not previously arranged nodes.
SELECTION, COMMENTS AND REROUTES
Only selected non-comment nodes move. Nodes outside your selection keep their positions and connections. Connections to those nodes may consequently become longer.
Comment boxes are left in place and are not resized. Refit them manually after rearranging their contents.
Reroute nodes can be arranged, including selections containing only reroutes. The tool does not insert or delete reroutes.
Include the entire part of the graph you want organized. Flow analysis only uses connections between selected nodes; an unselected node breaks that selected connection path.
EXAMPLES
Blueprint event chain: select the event and its downstream nodes, then choose Flow (Left to Right). Select associated reroutes too if you want them moved.
Material graph: select expression nodes and the result node, then try Layered or Straighten Connections. Material expression and result-node positions participate in Undo/Redo.
Animation Blueprint: use a top-down layout for a selected group, then inspect the result in the graph. Arrangement does not change transitions, animation logic or links.
Disconnected utilities: choose Group Connected to separate independent groups visually.
SAFETY AND LIMITS
Read-only graphs and graph editing during Play are blocked. Empty or single-node selections do not need arranging.
Cyclic graphs are processed iteratively. A deterministic ordering is used for cycles; the cycle connections themselves remain intact.
The planner handles up to 10,000 selected entries. Split extremely large selections into smaller groups. Excessive output coordinates are rejected instead of partially applying a layout.
Displayed node dimensions are used when available; a size estimate is used for nodes without usable widget measurements.
Avoiding selected-node overlap does not guarantee clearance from unselected nodes or unchanged comment boxes.
Third-party graph editors with custom menus or movement rules are not guaranteed to work. This release is intended for the standard Blueprint, Material and Animation Blueprint editors.
This is an editor-only plugin. It adds no gameplay behavior or runtime dependency to packaged games.
TROUBLESHOOTING
No arrangement menu: select two or more ordinary nodes, right-click a selected node, and confirm that the graph is editable and Play has stopped.
Shortcut does nothing: click the graph canvas, leave any text field, and check the shortcut assignment in Editor Preferences.
Only comments selected: select the actual nodes inside the comment boxes.
Some wires are still curved: branching, pin heights and links to unselected nodes can prevent straight wires. Try a larger selection or another layout.
A large node needs more room: increase spacing and arrange after its expanded pins or preview have finished displaying.
An arrangement is not useful: Undo once, choose a different layout or arrange smaller logical groups.
C++ ACCESS
The Editor module is EasyNodeArranger.
FNodeArrangerLogic::ArrangeNodes arranges a selection using the current settings.
BuildLayout returns a position plan without modifying nodes; ApplyLayout applies changed positions in one transaction.
These are editor utilities, not runtime Blueprint nodes.
CONTENTS AND DEPENDENCIES
0 Blueprint assets; 5 production C++ classes, including 1 reflected settings class. The arrangement enum and automation test fixtures are not included in that class count.
No additional Unreal Engine plugins or third-party libraries are required. The module uses built-in Unreal editor modules.
Support: https://discord.gg/9Zc4wbwqG9