Setup
This guide covers enabling OmniGraph, finding the export workflow in Unreal Editor, and applying initial configuration for consistent results.
Technical Requirements
- Unreal Engine 5.0 through 5.7 (use the plugin build whose
EngineVersionmatches your editor minor). - Editor workflow only (not intended for runtime/gameplay use).
- Project-level access to
Project Settings -> Plugins -> OmniGraph.
Enable OmniGraph
- Copy the version-matched plugin folder from this repository into your project at
Plugins/OmniGraph(for example, use theOmniGraphsubtree fromPlugins/OmniGraph_UE_5.5/OmniGraphwhen targeting UE 5.5). - Open the Unreal project in the editor.
- Go to Edit -> Plugins and search for OmniGraph.
- Enable the plugin if it is not already active.
- Restart the editor when prompted.
Warning
OmniGraph is designed for editor-based content capture and documentation workflows.
Find the tool in Unreal Editor
- Open Project Settings -> Plugins -> OmniGraph to configure defaults.
- In the Content Browser, select one or more supported graph assets.
- Right-click the selection and run the graph export action.
- Choose the output destination for generated PNG files.
Initial configuration checklist
Before your first production export, configure:
- Default output directory.
- Resolution scale and dimension limits for target documentation quality.
- Bounds/padding for consistent framing.
- Background/grid behavior to match your documentation style.
Workflow summary
- Configure defaults once in plugin settings.
- Select assets in the Content Browser.
- Launch export from the right-click menu.
- Reuse outputs in Marketplace/Fab pages, manuals, and team documentation.