v1.1.9
Aug 12, 2026
Latest
Minor bug fixes
v1.1.7
Aug 2, 2026
Plugin v2 — live node info from Unreal
The plugin now runs a local server that lets the AI look up exact node pin signatures directly from your Unreal Engine project — no manual imports needed.
New features
- The AI can now query your running Unreal Editor for the exact inputs and outputs of any node — without asking you to import a Blueprint first.
- Collision channel names (e.g. ObjectTypeQuery3) are now resolved to readable names (e.g. Pawn) automatically.
- Auto-send on save: optionally send a Blueprint to NodeLens every time you save it in Unreal (configurable in Project Settings).
- BGL v2.0 — node IDs are now semantic names (e.g. Branch_1, GetActorLocation_1) instead of opaque M-IDs, making AI output easier to read and review.
v1.1.6
July 24, 2026
Canvas gets a major interaction upgrade
The Blueprint canvas is now much more interactive. You can highlight connected nodes, add reroute points to tidy up wires, select and move multiple nodes at once, and drag anywhere without losing your place.
New features
- Click any node to highlight it and all directly connected nodes and wires. Everything else dims. Click empty space to reset.
- Double-click any wire to add a reroute point. Drag it to bend the wire around other nodes and keep your graph tidy. Right-click to remove it.
- Drag a node or reroute point to the edge of the canvas and it scrolls automatically, keeping everything under your cursor.
- Left-drag to draw a selection box now includes reroute points alongside nodes, so you can move groups of both at once.
- New ↺ button in the canvas toolbar restores all node positions to the original Unreal Engine layout.
- New buttons in the canvas toolbar to turn the hover tooltip and node highlight on or off. Settings are remembered between sessions.
- The # button toggles a numeric suffix on node headers (e.g. Branch (2)) to easily match canvas nodes to BGL output.
v1.1.5
July 22, 2026
Smarter BGL generation for common UE5 nodes
The AI now correctly handles pure UE5 nodes — functions that return a value without triggering execution — and is less likely to invent incorrect pin layouts for engine nodes it hasn't seen before.
Bug fixes
- Pure UE5 nodes (Get Game Instance, Get Game Mode, Get Player Controller, Get Player Pawn, Get Player Character) no longer get incorrect execution pins in generated BGL.
- Added built-in signatures for common pure getter nodes so the AI uses the correct layout even when they haven't appeared in any imported Blueprint yet.
v1.1.4
July 21, 2026
Canvas node tooltips and smarter node IDs
Hovering over a node in the canvas now shows a detailed tooltip with its ID, where each input comes from, and where each output goes — including execution flow. Node IDs are also more descriptive throughout.
New features
- Node hover tooltip: hovering over any canvas node shows its BGL ID, data inputs with their source, data outputs with their destination, and execution flow (what triggered this node and what runs next).
- Show node numbers: a new # button in the canvas toolbar toggles a numeric suffix on each node header (e.g. Branch (3)), making it easy to match nodes to BGL output. The setting is remembered across sessions.
Bug fixes
- Operator nodes (equal, not equal, greater than, etc.) now get descriptive IDs like Equal_1 and Greater_2 instead of the generic Op_1, Op_2.
- Function Result nodes now correctly show their return value (e.g. =Fail_Invalid) in BGL output.
- Fixed an OR node incorrectly rendering as AND in the Pseudocode view.
v1.1.3
July 19, 2026
Array node names in BGL fixed
Array function nodes now display their correct name in BGL instead of the generic "Call Array Function".
Bug fixes
- Array function nodes (Array Clear, Array Add, etc.) now display their correct name in BGL instead of the generic "Call Array Function".
v1.1.2
July 18, 2026
Blueprint node names and class references fixed
Several Blueprint nodes were showing incorrect names or picking up the wrong class — now resolved.
Bug fixes
- Some Blueprint nodes and pins were not showing the correct name. This has been fixed.
v1.1.1
July 14, 2026
API keys are now stored securely
Your API keys are now encrypted before being saved to disk. Even if someone gains access to your files, the keys cannot be read in plain text or used on another Windows account or computer.
Security improvements
- API keys (Claude, OpenAI) are now encrypted with Windows DPAPI before being saved to disk. Keys are tied to your Windows account and PC — they cannot be read or used anywhere else, even if the files are copied or stolen. Ollama runs locally and doesn't require a key.
- Each provider stores its own separate encrypted key.
- Switching between AI providers automatically loads the correct key.
Bug fixes
- Fixed an issue where the API key was not loaded after restarting the app.
- Fixed an issue where switching AI providers in the chat did not activate the correct key.
v1.1.0
July 13, 2026
Smarter AI — learns from your own Blueprints
Your project is now the AI's source of truth.
AI improvements
- NodeLens now analyzes the Blueprints already in your project before generating or editing anything. Instead of relying only on general Unreal Engine knowledge, the AI first studies your actual codebase — extracting the exact node types, pin signatures, and structures you already use. The result is fewer invented nodes, fewer incorrect pins, and more accurate Blueprint generation overall.
- Generated Blueprints now use readable node identifiers instead of opaque internal IDs, making AI edits easier to review, understand, and apply safely.
(Currently available when using Claude as your AI provider.)
Bug fixes
- Applying an AI edit no longer occasionally saves an empty graph.
v1.0.1
July 8, 2026
Post-launch fixes
Small fixes for issues reported in the first week.
Bug fixes
- Version check now correctly shows the update banner when a newer release is available.
v1.0.0
July 1, 2026
Initial release
NodeLens is out. Read, understand, and modify Unreal Engine Blueprints with AI — directly from your own machine.