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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 EngineVersion matches your editor minor).
  • Editor workflow only (not intended for runtime/gameplay use).
  • Project-level access to Project Settings -> Plugins -> OmniGraph.

Enable OmniGraph

  1. Copy the version-matched plugin folder from this repository into your project at Plugins/OmniGraph (for example, use the OmniGraph subtree from Plugins/OmniGraph_UE_5.5/OmniGraph when targeting UE 5.5).
  2. Open the Unreal project in the editor.
  3. Go to Edit -> Plugins and search for OmniGraph.
  4. Enable the plugin if it is not already active.
  5. Restart the editor when prompted.

Warning

OmniGraph is designed for editor-based content capture and documentation workflows.

Find the tool in Unreal Editor

  1. Open Project Settings -> Plugins -> OmniGraph to configure defaults.
  2. In the Content Browser, select one or more supported graph assets.
  3. Right-click the selection and run the graph export action.
  4. Choose the output destination for generated PNG files.

Initial configuration checklist

Before your first production export, configure:

  1. Default output directory.
  2. Resolution scale and dimension limits for target documentation quality.
  3. Bounds/padding for consistent framing.
  4. Background/grid behavior to match your documentation style.

Workflow summary

  1. Configure defaults once in plugin settings.
  2. Select assets in the Content Browser.
  3. Launch export from the right-click menu.
  4. Reuse outputs in Marketplace/Fab pages, manuals, and team documentation.