Accessing and Triggering Translation - protospatial/NodeToCode GitHub Wiki

Translation Workflow → Accessing and Triggering Translation


When you open any Blueprint in the Unreal Editor, you'll find the Node to Code button in the toolbar that also contains the familiar Save and Compile buttons. To use it simply:

  1. Look for the "Node to Code" button in the Blueprint Editor's main toolbar

  2. Click the button to see a dropdown of the available actions

Prerequisites for Translation

Before the toolbar actions become available, ensure:

  • You have an active Blueprint editor window open
  • The Blueprint editor is focused on a graph (Event Graph, Function, etc.)
  • The graph contains at least one node
  • Your LLM provider is properly configured in the plugin settings

[!NOTE] If the toolbar button appears grayed out, make sure that you have a graph focused.

Starting a Translation

Once you've located the toolbar:

  1. Click the "Translate Blueprint Graph to Code" button

  2. The plugin will:

    1. Open/Focus the Node to Code Editor window if it's not already open or within view
    2. Immediately begin processing your graph
    3. Display a status overlay within the Editor window while the request is processed

Behind the Scenes

When you trigger a translation, Node to Code performs several steps.

[!NOTE] Translation time can vary based on:

  • Graph complexity
  • LLM provider response time
  • Network conditions (for cloud-based LLMs)
  • Number of reference files included