Skip to content
Grégoire edited this page Mar 4, 2026 · 1 revision

FAQ

General

Which engine versions are supported?

QuickMenu supports Unreal Engine 4.27 through 5.7. The compatibility layer handles API differences automatically via macros in QuickMenuCompat.h.

Does it include the source code?

Yes. QuickMenu includes the full C++ source code. You can extend it with your own action node types, switch nodes, or custom logic.

Is there a trial version?

Not currently. Check the website for the latest pricing and availability.


Setup & Configuration

How do I activate the plugin?

After installing from the FAB Marketplace, go to Edit > Plugins, search for QuickMenu, and enable it. Restart the editor.

How do I change the hotkey?

Go to Edit > Project Settings > Plugins > Quick Menu and change the Open Menu Key field. Default is V.

Can I make QuickMenu apply to every project?

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.

How do I create my first menu?

  1. Content Browser > right-click > Quick Menu > Quick Menu Graph
  2. Double-click to open the graph editor
  3. Connect a WheelOutput node to the Root node
  4. Add action nodes to the WheelOutput's menu pins
  5. Set the graph as active in Project Settings > Plugins > Quick Menu
  6. Press V to use your menu

Features

How does context-aware switching work?

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.

Can I create submenus?

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.

Can I add custom actions?

Three ways:

  1. Console Command node -- Execute any Unreal console command
  2. Python Custom Code node -- Write inline Python scripts (requires the Python Editor Script Plugin)
  3. Create your own C++ action node -- Inherit from UQMGraphNode_ActionBase and implement Resolve()

How many wedges can I have?

Each wheel supports up to 12 wedges. Nested rings (submenus) also support up to 12 items each, with a maximum depth of 4 rings.

Can I use it in Blueprint/Material/Niagara editors?

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.


Troubleshooting

The pie menu doesn't appear when I press V

  • 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)

The plugin doesn't compile on my engine version

QuickMenu uses a compatibility header (QuickMenuCompat.h) to handle API differences across versions. If you encounter compilation errors:

  1. Make sure you're using a supported version (4.27 -- 5.7)
  2. Check the GitHub Issues for known issues
  3. Report the error with your engine version and the full error message

Python actions don't work

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.


Compatibility

Does it work with other plugins?

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.

Does it affect packaging/shipping?

No. QuickMenu is editor-only ("Type": "Editor" in the .uplugin). It is not included in packaged builds and has zero runtime overhead.

What happens if I remove the plugin?

Nothing breaks. QuickMenu Graph assets become unrecognized assets but don't cause errors. Your project continues to work normally without the pie menu.


Contributing

Found a bug or have an idea? Open an issue on GitHub or join the Discord.