Easy Refresh All Nodes Documentation
EASY REFRESH ALL NODES User Documentation
Copyright (c) 2026 CelestiaDominance. All Rights Reserved.
1. OVERVIEW
Easy Refresh All Nodes is an Unreal Engine editor plugin for refreshing Blueprint nodes in batches. It can operate on selected Blueprint assets, recursively scan selected Content Browser folders, or scan the content roots configured for the global command.
The plugin always performs Unreal Engine's Refresh All Nodes operation. Compilation is optional. Saving is also optional and is never performed silently: when the save option is enabled, Unreal Engine displays its source control aware checkout/save dialog so you can choose what to save.
Easy Refresh All Nodes is editor only. It does not add runtime gameplay systems, Blueprint nodes, assets, or networking code to a packaged game.
2. SUPPORTED ENVIRONMENT
Unreal Engine versions: 5.6, 5.7, and 5.8 Development platform: Windows Supported target platform: Win64 Module type: Editor
3. INSTALLATION AND ENABLEMENT
1. Acquire and install the plugin for the appropriate Unreal Engine version through your Fab Library or the Epic Games Launcher. 2. Open your Unreal Engine project. 3. Select Edit Plugins. 4. Search for "Easy Refresh All Nodes". 5. Enable the plugin and restart the editor if Unreal Engine requests it.
No plugin files need to be copied manually when the plugin is installed through Fab.
4. WHERE TO FIND THE COMMANDS
Selected Blueprint assets
1. Select one or more Blueprint assets in the Content Browser. 2. Right click the selection. 3. Choose Easy Refresh All Nodes.
Non Blueprint assets in the selection are ignored. The configured exclusion filters still apply.
Selected folders
1. Select or right click one or more folders in the Content Browser. 2. Choose Refresh Blueprint Nodes in Folder.
The selected package paths are scanned recursively. Duplicate assets are processed only once when selected paths overlap.
Configured global scan
1. Open the Level Editor's Edit menu. 2. Choose Refresh All Blueprint Nodes.
The global command scans only the roots enabled under Project Settings Plugins Easy Refresh All Nodes. By default, /Game is enabled, while /Engine and custom roots are not.
5. PROCESSING WORKFLOW
For every matching Blueprint, the plugin performs these stages:
1. Gather The plugin finds Blueprint assets that match the selected assets, folders, or configured global roots. Excluded paths and Blueprint classes are removed from the batch.
2. Refresh Unreal Engine's Refresh All Nodes operation is applied to each matching Blueprint.
3. Compile (optional) If Compile Blueprints is enabled, each refreshed Blueprint is compiled and its errors and warnings are collected.
4. Report The plugin displays a completion notification. Compilation failures open the Blueprint Compiler log and a dialog containing direct links to the affected Blueprints. Warning summaries can be enabled or disabled separately.
5. Save (optional and user controlled) If Prompt to Save Processed Blueprints is enabled, the standard Unreal Engine checkout/save dialog appears. You choose which successfully processed packages to save. A package whose Blueprint failed compilation is never offered for saving by the plugin.
6. PROJECT SETTINGS
Open Project Settings Plugins Easy Refresh All Nodes.
Compile Blueprints Default: Enabled
Compiles every Blueprint after Refresh All Nodes. Disable this when you want to refresh node wiring without running the Blueprint compiler.
Prompt to Save Processed Blueprints Default: Disabled
When enabled, Unreal Engine displays a source control aware checkout/save dialog after processing. The plugin never saves silently. You can select packages, decline saving, or cancel the dialog. When disabled, refreshed assets remain dirty until you save them yourself.
Excluded Content Paths Default: Empty
Package roots that should not be processed. An excluded root matches itself and its real descendants only. For example, excluding /Game/Foo excludes /Game/Foo and /Game/Foo/Characters, but does not exclude the similarly named sibling /Game/Foobar.
Excluded Blueprint Classes Default: Empty
Blueprint asset classes that should be skipped, such as Animation Blueprints or Widget Blueprints. Add the Blueprint class types your project should never batch refresh or compile.
Additional Content Paths Default: Empty
Additional mounted content roots for the global command, such as /MyPlugin. These entries affect the global Level Editor command. They are not required when you explicitly run the command on a selected Content Browser folder.
Refresh Game Content Default: Enabled
Includes /Game when using Refresh All Blueprint Nodes from the Level Editor Edit menu.
Refresh Engine Content Default: Disabled
Includes /Engine in the global scan. Engine plugin mount points are not automatically included by this setting; add any required plugin mount point under Additional Content Paths.
Include Level Blueprints Default: Disabled
Includes map script Blueprints. Discovering a Level Blueprint requires Unreal Engine to load its map, so this option is deliberately opt in. For scans containing more than ten map assets, the plugin displays cancellable discovery progress before modifying any Blueprint.
Show Warning Summaries Default: Enabled
Displays a separate notification summarizing the number of Blueprints and compiler warnings found during the batch. Warning details remain available through Unreal Engine's compiler output.
7. SAVING AND SOURCE CONTROL SAFETY
Easy Refresh All Nodes does not directly call a silent package save operation.
Saving is disabled by default. Enabling saving opens Unreal Engine's standard checkout/save workflow. You retain control over which packages are saved. Source controlled or read only packages are handled by Unreal Engine's checkout/save dialog. Blueprints that fail compilation are excluded from the plugin's save list and remain dirty for inspection. Declining or cancelling the save dialog leaves changes unsaved.
For important projects, use source control and review your pending changes after a large batch operation.
8. CANCELLATION BEHAVIOR
Large batches display cancellable progress.
Cancelling Level Blueprint discovery stops before the gathered Blueprints are processed. The notification states that no Blueprint was modified by the batch. Cancelling during Blueprint processing stops at the current batch boundary. Blueprints processed before cancellation may already be refreshed or compiled, but the plugin does not save them. The notification reports the processed count and states that any changes remain unsaved.
Cancellation does not attempt an automatic rollback because Blueprint compilation and node reconstruction are editor operations that may not be safely reversible as a single transaction.
9. WARNINGS AND COMPILATION FAILURES
Warnings
When warning summaries are enabled, a notification reports both:
The number of Blueprints that emitted warnings. The total number of warnings emitted.
The Output Log identifies the affected Blueprint names.
Compilation failures
When compilation fails:
The completion notification reports the number of failures. The Blueprint Compiler message log opens. A modal dialog lists the failing Blueprints. Clicking a Blueprint link opens that Blueprint in the editor. Failed Blueprint packages are not offered to the plugin's save prompt.
Correct the errors and run the appropriate Easy Refresh All Nodes command again.
10. PERFORMANCE GUIDANCE
Prefer selected assets or a focused folder while actively repairing a small part of a project. Use the global command before builds, migrations, or major Blueprint validation passes. Keep /Engine disabled unless you specifically need to process engine content. Add only the custom mount points you genuinely need. Leave Include Level Blueprints disabled unless map script Blueprints must be refreshed. Large Level Blueprint scans load matching maps and can take additional time and memory.
11. TROUBLESHOOTING
The menu command is missing
Confirm that Easy Refresh All Nodes is enabled under Edit Plugins. Restart the editor if the plugin was just enabled. Confirm you are using the Unreal Editor on Win64. For the asset command, make sure the Content Browser selection contains a Blueprint asset.
No Blueprint assets matched the request
Confirm the selected assets or folders contain Blueprint assets. Review Excluded Content Paths and Excluded Blueprint Classes. For the global command, make sure at least one content root is enabled. Add plugin mount points under Additional Content Paths when required.
No save dialog appeared
Prompt to Save Processed Blueprints is disabled by default; enable it in Project Settings. No successfully processed package may require saving. Packages containing compilation failures are intentionally excluded.
Changes are still marked as unsaved
This is expected when the save prompt setting is disabled. It is also expected after declining or cancelling the save dialog. Failed compilations intentionally remain unsaved.
/Engine or plugin content was not scanned
/Engine is disabled by default. Enable Refresh Engine Content for /Engine. Add individual plugin mount points under Additional Content Paths.
Level Blueprints were not processed
Include Level Blueprints is disabled by default because map assets must be loaded. Enable it under Project Settings Plugins Easy Refresh All Nodes.
12. UNINSTALLATION
Disable Easy Refresh All Nodes under Edit Plugins and restart Unreal Engine if requested. The plugin stores no runtime save data and adds no content assets that require migration.
13. SUPPORT
Discord https://discord.gg/9Zc4wbwqG9
Mail support@celestiadominance.com