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FAQ
QuickMenu supports Unreal Engine 4.27 through 5.7. The compatibility layer handles API differences automatically via macros in QuickMenuCompat.h.
Yes. QuickMenu includes the full C++ source code. You can extend it with your own action node types, switch nodes, or custom logic.
Not currently. Check the website for the latest pricing and availability.
After installing from the FAB Marketplace, go to Edit > Plugins, search for QuickMenu, and enable it. Restart the editor.
Go to Edit > Project Settings > Plugins > Quick Menu and change the Open Menu Key field. Default is V.
Install the plugin to your engine's Plugins/Marketplace folder instead of a project-specific location. It will then be available in all projects using that engine version.
- Content Browser > right-click > Quick Menu > Quick Menu Graph
- Double-click to open the graph editor
- Connect a WheelOutput node to the Root node
- Add action nodes to the WheelOutput's menu pins
- Set the graph as active in Project Settings > Plugins > Quick Menu
- Press V to use your menu
Use Switch nodes in your graph. When you press V, the graph is evaluated from the Root node. Switch nodes check the current editor state (active tab, editor mode, selection, etc.) and route to the appropriate WheelOutput. This means your pie menu automatically adapts to what you're working on.
Yes. Use SubMenu nodes. Connect a SubMenu node's output to a WheelOutput's menu pin. The SubMenu's children become a nested ring in the pie menu. You can nest up to 4 levels deep.
Three ways:
- Console Command node -- Execute any Unreal console command
- Python Custom Code node -- Write inline Python scripts (requires the Python Editor Script Plugin)
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Create your own C++ action node -- Inherit from
UQMGraphNode_ActionBaseand implementResolve()
Each wheel supports up to 12 wedges. Nested rings (submenus) also support up to 12 items each, with a maximum depth of 4 rings.
Yes. QuickMenu detects 48+ editor contexts including Blueprint, Material, Niagara, PCG, Sequencer, Static Mesh, Skeletal Mesh, and many more. Use a SwitchEditorContext node to show different menus for each editor.
- Make sure the plugin is enabled (Edit > Plugins > QuickMenu)
- Check that you have an Active Graph set in Project Settings > Plugins > Quick Menu
- Make sure the graph has a valid path: Root > (optional Switch) > WheelOutput with at least one connected action
- The V key is blocked in text input fields (this is intentional)
QuickMenu uses a compatibility header (QuickMenuCompat.h) to handle API differences across versions. If you encounter compilation errors:
- Make sure you're using a supported version (4.27 -- 5.7)
- Check the GitHub Issues for known issues
- Report the error with your engine version and the full error message
The Custom Code node requires the Python Editor Script Plugin to be enabled. Go to Edit > Plugins, search for Python, and enable Python Editor Script Plugin. Restart the editor.
QuickMenu is an editor-only plugin that uses standard Unreal APIs. It should be compatible with most other plugins. If you encounter conflicts, please report an issue.
No. QuickMenu is editor-only ("Type": "Editor" in the .uplugin). It is not included in packaged builds and has zero runtime overhead.
Nothing breaks. QuickMenu Graph assets become unrecognized assets but don't cause errors. Your project continues to work normally without the pie menu.
Found a bug or have an idea? Open an issue on GitHub or join the Discord.