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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.

AssetControls
DA_KismetNodeThemeBlueprint graphs
DA_MaterialNodeThemeMaterial 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.

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:

  1. In the Content Browser, drag DA_KismetNodeTheme into a folder in your project and choose Copy Here. Do the same for DA_MaterialNodeTheme if you want to customise material graphs.
  2. Open Edit → Project Settings → Plugins → NodeCraft.
  3. Set Node Theme Asset (Kismet) and/or Node Theme Asset (Material) to your copies.
  4. 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.

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.

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

FamilyNodes
DefaultRegular function calls that fit no other family
EventEvents
PurePure (no exec pin) functions that fit no other family
VariableVariable get/set nodes. By default these take the variable type’s colour
SequenceSequence nodes
FlowControlBranch, Select, MultiGate and similar
SwitchSwitch on Int, Enum, String and similar
CastCast To …
MathMath, vectors, interpolation
UtilitiesSystem and debug nodes, such as Print String
GameplayActors, components, spawning
StringTextString, Text and Name operations
ContainerArrays, sets and maps
RenderingRendering-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.

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.

  1. In the theme asset’s Themes list, add an entry with a new name, or duplicate an existing one and rename it.
  2. Do the same in the other theme asset with exactly the same name, so your theme exists in both Blueprint and Material graphs.
  3. 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.

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.