Quick Event Function Creator is a revolutionary Unreal Engine editor plugin that transforms your Blueprint development workflow. Using unified natural language syntax, you can instantly create variables, functions, events, macros, and variable nodes with smart aliases and intelligent positioning. What used to take minutes of clicking now takes seconds of typing.
- ๐ What's New in v2.1
- โจ Features
- ๐ง Supported Engine Versions
- ๐ฆ Installation
- ๐ฎ How to Use
- โ๏ธ Settings
- ๐ Unified Syntax
- โก Smart Aliases
- ๐งช Examples
- ๐ฌ Support
- ๐ Macro Creation System: Create Blueprint macros with full parameter support (in/out/inout/exec)
- โก Enhanced Alias System: Extended type aliases including execโexecute and parameter directions
- ๐ง Complete Parameter Support: All macro parameter types with intelligent pin generation
- ๐ฏ Improved UI Experience: Enhanced input hints with comprehensive syntax examples
- ๐ Critical Fixes: Resolved parameter parsing issues for seamless macro creation
- ๐ฅ Unified Syntax System: One consistent language for variables, functions, and events
- โก Smart Alias System: 5 categories of shortcuts for maximum efficiency
- ๐ฏ Variable Node Creation: Instantly generate Get/Set nodes for existing variables
- ๐ง Intelligent Context Detection: Automatically creates local variables inside functions
- ๐จ Redesigned Settings UI: Organized categories with comprehensive tooltips
- ๐ Unified Creation: Create variables, functions, events, macros, and variable nodes with one syntax
- โก Smart Aliases: Type 70% less with intelligent shortcuts (eโevent, gโget, iโinteger)
- ๐ง Context Awareness: Automatically detects scope and creates appropriate variable types
- ๐ฏ Intelligent Positioning: Places nodes exactly where you click in the graph
- ๐ง Full Type Support: Works with all UE types including custom UCLASS, USTRUCT, UENUM
- โ๏ธ Seamless Integration: Hotkey access (
Shift + Left Click
) with complete settings panel - ๐ Universal Compatibility: Works in all project types, no C++ environment needed
- Unreal Engine 4: 4.26, 4.27
- Unreal Engine 5: 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6
- Platforms: Windows 64-bit, macOS
- Download: Get the plugin version that matches your Unreal Engine version
- Extract: Create a
Plugins
folder in your project's root directory if needed - Install: Place the
QuickEventFunctionCreator
folder into your project'sPlugins
directory - Restart: Restart Unreal Engine editor - the plugin will be enabled automatically
- Verify: Look for the toolbar button in Blueprint editor or use the hotkey
Shift + Left Click
- Open any Blueprint graph (Event Graph, Function Graph, etc.)
- Activate with Shift + Left-Click anywhere on the graph
- Type your creation command using the unified syntax
- Press Enter - the node appears exactly where you clicked!
Create Variable โ Use Variable โ Create Functions โ Create Events
Example Session:
var i PlayerHealth // Create global integer variable
g PlayerHealth // Create Get node for PlayerHealth
st PlayerHealth // Create Set node for PlayerHealth
fn CalculateDamage // Create function
e OnPlayerDeath // Create custom event
Navigate to Project Settings โ Plugins โ Quick Event Function Creator for comprehensive customization:
- Show Usage Hints: Toggle syntax help in the input dialog
- Show Toolbar Button: Display/hide the toolbar button in Blueprint editor
- Reset All Settings: One-click restore to defaults
- Activation Chord: Customize the hotkey (default: Shift + Left Mouse Button)
- Default Creation Type: Choose what gets created when no keyword is specified (Event/Function/Variable)
- Variable Node Auto-Spawn Mode: Auto-generate Get/Set nodes when creating variables (Get/Set/None)
- Event Aliases: Shortcuts for event-related commands
- Function Aliases: Shortcuts for function-related commands
- Variable Aliases: Shortcuts for variable-related commands
- Node Aliases: Shortcuts for Get/Set node operations
- Data Type Aliases: Shortcuts for all data types
All settings save automatically and take effect immediately.
v2.0 introduces a unified syntax system that handles all Blueprint creation with one consistent language.
[Modifiers] Type Name [Parameters]
var <type> <name> // Global variable
local <type> <name> // Local variable (or use 'lv')
func <name> [parameters] // Standard function
pure func <name> // Pure function (or use 'p func')
const func <name> // Const function (or use 'k func')
event <name> [parameters] // Custom event
server event <name> // Server event (or use 's event')
client event <name> // Client event (or use 'c event')
multicast event <name> // Multicast event (or use 'm event')
reliable server event // Reliable server event (or use 'rel s event')
macro <name> [parameters] // Blueprint macro
macro Calculate(float Input, out float Result)
macro ProcessData(exec In, string Data, inout bool Flag, out exec Success)
Parameter Directions:
in
/input
: Input parameter (default)out
/output
: Output parameterinout
/ref
/io
: Input/Output parameterexec
/execute
: Execution pin
get <variable_name> // Create Get node
set <variable_name> // Create Set node
- In Functions:
var
automatically creates local variables - In Event Graphs:
var
creates global variables - Anywhere: Use
local
/lv
to force local variable creation
v2.1 features a comprehensive 6-category alias system that reduces typing by up to 70%. All aliases are fully customizable in Project Settings.
Alias | Full Command | Example |
---|---|---|
e |
event | e OnDeath |
s |
server | s OnUpdate |
c |
client | c OnInput |
m |
multicast | m OnBroadcast |
rel |
reliable | rel s OnSync |
Alias | Full Command | Example |
---|---|---|
fn |
func | fn Calculate |
p |
pure | p fn GetScore |
k |
const | k fn GetMax |
Alias | Full Command | Example |
---|---|---|
var |
var | var i Health |
lv |
local | lv str Name |
local |
local | local b IsReady |
Alias | Full Command | Example |
---|---|---|
m |
macro | m Calculate(float Input, out float Result) |
macro |
macro | macro ProcessData(exec In, string Data, inout bool Flag) |
Parameter Direction Aliases:
in
/input
: Input parameter (default)out
/output
: Output parameterinout
/ref
/io
: Input/Output parameterexec
/execute
: Execution pin
Alias | Full Command | Example |
---|---|---|
g |
get | g PlayerHealth |
st |
set | st PlayerHealth |
Alias | Full Type | Alternative Aliases |
---|---|---|
b |
boolean | bool , boolean |
u8 |
byte | uint8 , byte |
i |
integer | int , int32 , integer |
i64 |
integer64 | int64 , long , integer64 |
f |
float | float , double |
str |
string | string |
n |
name | name |
txt |
text | text |
v |
vector | vec , vec3 , vector |
r |
rotator | rot , rotator |
t |
transform | xform , transform |
exec |
execute | execute |
e OnHit(i Damage, v Location) // event OnHit(integer Damage, vector Location)
p fn GetDist(v A, v B) // pure func GetDistance(vector A, vector B)
var str PlayerName // var string PlayerName
lv b IsReady // local boolean IsReady
g PlayerHealth // get PlayerHealth (creates Get node)
st PlayerHealth // set PlayerHealth (creates Set node)
// ๐ Macro Examples (v2.1)
m Calculate(f Input, out f Result) // macro Calculate(float Input, out float Result)
macro ProcessData(exec In, str Data, inout b Flag, out exec Success)
macro ValidateInput(in str Data, out b IsValid, out str ErrorMsg)
// 1. Create variables
var i PlayerHealth // Global integer variable
var f MaxSpeed // Global float variable
lv str PlayerName // Local string variable (in functions)
// 2. Use variables (create nodes)
g PlayerHealth // Create Get node for PlayerHealth
st PlayerHealth // Create Set node for PlayerHealth
// 3. Create functions
fn CalculateDamage // Standard function
p fn GetPlayerScore // Pure function
k fn GetMaxHealth // Const function
// 4. Create events
e OnPlayerDeath // Custom event
s OnServerUpdate // Server event
rel m OnGameStateChanged // Reliable multicast event
// 5. With parameters
fn CalculateDamage(i BaseDamage, f Multiplier)
e OnPlayerHit(i Damage, v HitLocation, str AttackerName)
Traditional Method: 15+ clicks, 2-3 minutes
v2.0 Method: Type var i Health
โ 2 seconds โก
- Use
lv
in functions for quick local variables - Combine modifiers:
rel s e OnSync
= reliable server event - Chain workflow: create variable โ use
g
/st
for nodes - Customize aliases in settings for your preferred shortcuts
- Discord Community: https://discord.gg/tvemMvE63r
- FAB Marketplace: https://www.fab.com/zh-cn/listings/85e81b75-ee98-4d47-83e0-c6374dedf5ae
- GitHub Issues: Report bugs and request features
- Project Settings: Complete customization options
- In-Editor Help: Enable usage hints in General settings
- Community: Share workflows and tips on Discord
Transform your Blueprint development today! ๐ What used to take minutes now takes seconds.