combined my first & second posts, so I can keep the top post updated with latest info
Original first post
Hello, I’m excited to share that I’m working on a new addon.
Bringing Unreal’s Blueprints to Blender (a generic node based scripter)
Purpose
Empower artists to easily create a pipeline or workflow.
e.g export pipeline, validation workflow, …
The difference with geometry nodes, is that this will work on anything. not just on meshes.
E.g. a node to create a new scene, a node to make a cube, a node to add a material. …
Support cross dcc pipelines
(long term goal)
The node graph shows your pipeline across apps. ( Blender, maya, max, substance, …)
You double click on a node, and it opens up a sub node-graph. with the steps for just that dcc.
First progress sneak peak
references
- Unreal Blueprints
- BiFrost
- Houdini
- Max creation graph
- Blender geometry nodes
- Blender material editor
- Blender compositor
second post
- basic execute is working, nodes run their inputs and dependencies
- added option to create nodes from python methods (Dynamic slots from kwargs)
- dark theme, more consistent look
next:
- create a bunch of test nodes to stress test exec logic and dynamic node generation.
- support groups (graphs within graphs)


