Customizing themes
Every NodeCraft theme is data, not code. Colours, materials, pin icons, fonts, node shapes, wire styles and backdrops are all stored in two theme assets that you can edit in the Unreal Editor. Changes show up in open graphs straight away.
The two theme assets
Section titled “The two theme assets”| Asset | Controls |
|---|---|
DA_KismetNodeTheme | Blueprint graphs |
DA_MaterialNodeTheme | Material graphs |
Both live in NodeCraft’s plugin content, in the Themes folder. To see them in the Content Browser, open its Settings menu and enable both Show Engine Content and Show Plugin Content. NodeCraft is installed into the engine, so its content counts as both.
Recommended: edit a copy, not the original
Section titled “Recommended: edit a copy, not the original”The original assets live inside your engine installation. That means:
- editing them changes NodeCraft for every project on that engine version, and
- a NodeCraft update replaces them, and your changes are lost.
So make your own copy and point NodeCraft at it:
- In the Content Browser, drag
DA_KismetNodeThemeinto a folder in your project and choose Copy Here. Do the same forDA_MaterialNodeThemeif you want to customise material graphs. - Open Edit → Project Settings → Plugins → NodeCraft.
- Set Node Theme Asset (Kismet) and/or Node Theme Asset (Material) to your copies.
- Restart the editor. NodeCraft reads these two settings at startup.
These settings are saved in your project’s config (Config/DefaultEditor.ini). If you use source control, your whole team gets the customised themes.
What’s inside a theme asset
Section titled “What’s inside a theme asset”Open a theme asset and you’ll see:
- Active Theme: the theme a user starts on if they haven’t picked one in this project yet.
- Themes: one entry per theme (Neon, Liquid Glass, and so on). Expand an entry to edit that theme.
- Custom Shapes: your own node silhouettes, which then appear in every theme’s Body Shape list.
Each theme entry is grouped into sections: Nodes, Routing, Background and Advanced. The Theme settings reference lists every field.
Changing node colours
Section titled “Changing node colours”Node colours are set per node family, so all nodes of the same kind share a look. Inside a theme entry, open Node Presets. Each key is a family.
Blueprint families
| Family | Nodes |
|---|---|
Default | Regular function calls that fit no other family |
Event | Events |
Pure | Pure (no exec pin) functions that fit no other family |
Variable | Variable get/set nodes. By default these take the variable type’s colour |
Sequence | Sequence nodes |
FlowControl | Branch, Select, MultiGate and similar |
Switch | Switch on Int, Enum, String and similar |
Cast | Cast To … |
Math | Math, vectors, interpolation |
Utilities | System and debug nodes, such as Print String |
Gameplay | Actors, components, spawning |
StringText | String, Text and Name operations |
Container | Arrays, sets and maps |
Rendering | Rendering-related nodes |
Nodes are sorted into families automatically, based on each function’s category in Unreal.
Material families: Default, Result (the material output node), Parameter and Texture.
A family you haven’t added still gets a sensible colour automatically. To change it, add that family’s key to Node Presets first. For example, to recolour Branch nodes, add FlowControl.
Each family has body, title, border and text colours, optional body and title materials, a border thickness, and a selection colour.
Changing the backdrop, wires or shape
Section titled “Changing the backdrop, wires or shape”These are set per theme, in the theme entry:
- Body Shape (Nodes): the node silhouette.
- Spline Theme (Routing): the theme’s routing style.
- Panel Background Material (Background): the backdrop behind the graph.
Built-in shapes: Default (Unreal-style rounded rectangle), Rectangle, Chamfer, CommandBody, GlassBubble, Aetherial and Sketch, plus any Custom Shapes you add.
Backdrops and node surfaces are User Interface domain materials. You can assign your own.
Making your own theme
Section titled “Making your own theme”- In the theme asset’s Themes list, add an entry with a new name, or duplicate an existing one and rename it.
- Do the same in the other theme asset with exactly the same name, so your theme exists in both Blueprint and Material graphs.
- Pick it from the NodeCraft dropdown.
Comment boxes use each built-in theme’s hand-tuned style. A theme you create gets a general-purpose comment style instead.
Undoing your changes
Section titled “Undoing your changes”If you customised a copy, point Node Theme Asset (Kismet) and Node Theme Asset (Material) in Project Settings back to the originals (/NodeCraft/Themes/DA_KismetNodeTheme and /NodeCraft/Themes/DA_MaterialNodeTheme) and restart the editor.
