Blueprint Auto Layout
28Pin-aware auto-layout for Unreal Blueprint graphs. Or as it should be called: ANTI-PASTA.
The story
Blueprint spaghetti is a rite of passage — and a productivity tax. This plugin rearranges any Blueprint graph into a readable left-to-right execution flow with one keystroke (Ctrl/Cmd+Shift+L). Under the hood it's a real layered-graph engine implemented from the published papers (Sugiyama et al.; Brandes & Köpf), not a naive tree walk — so cross-row connections, multi-consumer data pins, and long edges all route cleanly.
Highlights
- ✦Pin-aware Brandes-Köpf coordinate assignment — the white execution spine reads as one clean horizontal line
- ✦Long edges are knot-routed through reserved lanes instead of snaking across the graph
- ✦Auto-grouping into named, keyword-colored comment boxes
- ✦No node ever lands on top of another — columns reserve width, rows reserve height
- ✦Standalone, unit-tested layout core. UE 5.7+
Docs · live from GitHub wiki
Blueprint Auto Layout
Pin-aware auto-layout for Unreal Engine Blueprint graphs. Right-click empty graph space → Auto Layout Graph to rearrange your nodes into a readable left-to-right execution flow.

What it does
One command (right-click, Ctrl/Cmd+Shift+L, or a toolbar button) rearranges an entire Blueprint graph into a clean execution flow. It reads true node sizes from the live graph (not assumed averages), stacks branch paths vertically without overlap, columns pure data-only nodes into a reserved lane to the left of their consumers, and gives each event/function root its own row.
New in v0.6.0 — a real layered (Sugiyama) engine. The layout is now computed by a proper layered-graph algorithm instead of a single-parent tree, so it handles the cases a tree can't model: a node connected across rows, data feeding several consumers, and edges spanning many columns no longer snake, hump, or land on another node. Nodes are ranked into columns by execution depth, long edges get dummy waypoints that route them straight through a reserved lane, a crossing-minimization sweep orders each column, and pin-aware Brandes-Köpf coordinate assignment straightens the white execution spine on the actual pin Y (data wires bend to meet it). Toggle it off in Editor Preferences to fall back to the legacy tree layout. See [[Algorithm]].
More actions go further: Auto Layout Selected (Ctrl/Cmd+Shift+K) arranges only the selected nodes; Auto Layout & Group Graph wraps each event/function subtree in a comment box automatically named after its root node and colored by keyword; Auto Layout (Route Wires) inserts reroute (knot) nodes as a fallback so wires bend around nodes that can't be moved; and Auto Layout, Group & Route does all of it.
The whole layout is a single transaction — one Ctrl+Z reverts it. Wire handling, pin-align tolerance, spacing, and comment color live in Editor Preferences → Plugins → Blueprint Auto Layout.
Pages
- [[Installation]] — get the plugin into your project
- [[Usage]] — the actions, keyboard shortcuts, toolbar button, and what gets laid out
- [[Algorithm]] — the layered pipeline (ranking, dummy nodes, crossing reduction, Brandes-Köpf) in depth
- [[Configuration]] — wire handling, tolerance, spacing, and pure-node columns
- [[Troubleshooting]] — common issues and fixes
- [[Roadmap]] — what's planned, and how it compares to alternatives
Quick links
At a glance
| Engine | Unreal Engine 4.27 and 5.4–5.8 — runtime-verified on Win64 ([[Installation#engine-compatibility|details]]) |
| Module type | Editor-only — zero runtime/packaged cost |
| Scope | Blueprint, Animation Blueprint, and Macro graphs |
| Undo | Single transaction per layout |
| License | MIT |
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