Plugin Documentation

MetaWrench
Edit Blueprint metadata right in the Details panel

Give Blueprint variables, functions, events, parameters and struct members the same metadata C++ programmers use — edit conditions, clamps, sliders, tag filters, class filters, widget bindings and more — without writing code.

v1.0
UE 5.8
Win64 (verified) · Editor only
Category Editor
Alpha XP

Overview

Blueprint-created members normally cannot use metadata specifiers such as EditCondition, ClampMin or Categories. MetaWrench adds a Metadata section to the Blueprint editor's Details panel where those values can be set with proper editors (check boxes, numeric fields, gameplay tag pickers, drop-downs). It is aimed at designers and technical artists who build reusable Blueprints and want polished Details panels for them.

  • Works on variables, local variables, functions, custom events, function/event parameters, collapsed graphs and macros, User Defined Structs and their members.
  • A Property Visibility row sets how a variable appears in class defaults and instance Details panels (from Hidden to Edit Anywhere).
  • Ships with a broad set of commonly used keys pre-configured; add, remove or edit keys in Project Settings.
  • Each key can be limited to certain Blueprint classes, property types, containers and member kinds, and can require or exclude other keys.
  • Optional per-user raw key/value editor for every metadata entry.
  • Editor only: nothing is added to packaged games, and there is nothing to call from Blueprints or C++.

Requirements

RequirementDetails
Unreal Engine5.8 (verified clean)
ModulesMetaWrench (Editor), MetaWrenchGraph (UncookedOnly)
DependenciesEngine plugin GameplayTagsEditor (enabled automatically with MetaWrench)
LanguageEditor-only tool (no Blueprint nodes or C++ API to call)
PlatformsNo platform restriction in the plugin; it only runs in the editor. Win64 is built and verified by Alpha XP; Mac and Linux editors are supported by the code, not verified by Alpha XP.

Installation

  1. Install MetaWrench from the launcher into your engine, or copy the MetaWrench folder into your project's Plugins folder.
  2. For a C++ project, regenerate project files and build the editor target.
  3. Open the project, go to Edit > Plugins, enable MetaWrench and restart the editor.
  4. No .Build.cs changes are needed — MetaWrench has no runtime module and no API for game code.
Verifying the installOpen any Blueprint, select a variable in My Blueprint; a Metadata category appears in the Details panel. Project Settings > Editor > MetaWrench lists the configured keys.

Quick start

Hide a variable unless a bool is ticked

  1. In a Blueprint, create a bool variable bUseCustomSpeed and a float variable CustomSpeed; mark both Instance Editable.
  2. Select CustomSpeed; in the Metadata section set EditCondition to bUseCustomSpeed and tick EditConditionHides.
  3. Optionally set ClampMin / ClampMax and the UIMin / UIMax slider range.
  4. Compile and place the Blueprint in a level: CustomSpeed only appears in the Details panel when bUseCustomSpeed is ticked, and its value is clamped.

MetaWrench is editor-only, so there is no C++ example: the metadata you set is stored on the Blueprint members exactly as if it had been written in a C++ meta=(...) specifier.

Editing metadata

WhereWhat you see
Variable / local variable selectedMetadata category (plus Property Visibility for member variables).
Function, custom event, collapsed graph or macro selectedMetadata category for function-level keys and a Param Metadata group per input/output parameter.
User Defined Struct openedA Metadata tab in the struct editor with Struct Metadata and Property Metadata.
Raw editor enabledA Raw Metadata group listing every key/value pair.

Only keys that apply to the selected member's type and Blueprint class are shown. Keys with a Category are grouped in sub-sections.

Property VisibilityChoose Hidden Everywhere, Visible Defaults Only, Visible Instance Only, Visible Anywhere, Edit Defaults Only, Edit Instance Only or Edit Anywhere. Variables inherited from C++ are shown read-only.

Key types

NodeTypeDescription
FlagEnum valueCheck box that adds or removes the key; no value (e.g. EditConditionHides).
BooleanEnum valueCheck box that writes true / false (e.g. NoSpinbox).
StringEnum valueText field (e.g. EditCondition, AllowedClasses).
IntegerEnum valueInteger field with optional min/max and slider.
FloatEnum valueFloat field with optional min/max and slider.
GameplayTagEnum valueSingle gameplay tag picker.
GameplayTagContainerEnum valueMulti-tag picker (e.g. the Categories tag filter, shown as "Tag Filter").
ValueListEnum valueDrop-down of predefined values.

These are the values of EMetaWrenchKeyType, chosen per key in the settings.

Structs

Open a User Defined Struct asset: a Metadata tab is added to the struct editor. Struct-level keys such as HiddenByDefault (Make/Break pins hidden by default) and DisableSplitPin are edited under Struct Metadata; member keys under Property Metadata. Disable the tab with Enable Meta Data Editor For Structs.

Raw metadata editor

Editor Preferences > General > MetaWrench (Local Only) > bEnableRawMetaDataEditor (Enable Raw Meta Data Editor, default off) adds a Raw Metadata group showing every key/value pair on the selected member, including keys that are not configured in the project settings. You can add, edit and remove entries there. This setting is stored per user and is not shared with the team.

Settings

Project Settings > Editor > MetaWrench (class UMetaWrenchConfig, saved to Config/DefaultEditor.ini, section [/Script/MetaWrench.MetaWrenchConfig]). Changes take effect immediately.

NodeDefaultDescription
bSortMetaDataAlphabeticallytrueSort the key list by name.
bEnableMetaDataEditorForVariablestrueMetadata section on member variables.
bEnableMetaDataEditorForLocalVariablestrueMetadata section on function local variables.
bEnableMetaDataEditorForFunctionstrueMetadata section on functions.
bEnableMetaDataEditorForCustomEventstrueMetadata section on custom events.
bEnableMetaDataEditorForTunnelsfalseShown as "Enable Meta Data Editor for Collapsed Graphs and Macros".
bEnableMetaDataEditorForFunctionParameterstrueParameter metadata on function and event parameters.
bEnableMetaDataEditorForStructstrueMetadata tab in the User Defined Struct editor.
bEnablePropertyVisibilityEditortrueProperty Visibility row on variables.
MetaDataKeyspre-configured listThe keys offered in the Details panel (see below).

Configuring keys

Each entry of Meta Data Keys (FMWMetaDataKey) has these fields:

NodeTypeDescription
KeyKey fieldMetadata name, e.g. ClampMin.
KeyTypeKey fieldEditor widget (see Key types).
DescriptionKey fieldTooltip shown next to the editor.
CategoryKey fieldOptional sub-group; nest with |.
RequiredMetaDataKey fieldOnly show this key when another key is present.
IncompatibleMetaDataKey fieldHide this key when any of these keys is present.
SupportedBlueprintsKey fieldBlueprint classes the key applies to (e.g. Widget Blueprints only).
SupportedPropertyTypesKey fieldPin type, sub-type, sub-type object, value type and container (FMetaWrenchPropertyType); empty for function-only keys.
bCanBeUsedByFunctionsKey fieldOffer the key on functions/events.
bCanBeUsedByStructsKey fieldOffer the key on User Defined Structs.
bCanBeUsedOnVariablesKey fieldOffer the key on member variables.
bCanBeUsedOnLocalVariablesKey fieldOffer the key on local variables.
bCanBeUsedOnFunctionParametersKey fieldOffer the key on parameters.
bAllowSliderKey fieldNumeric keys: show a slider (with MinSliderInt/MaxSliderInt or MinSliderFloat/MaxSliderFloat).
MinInt / MaxInt / MinFloat / MaxFloatKey fieldNumeric keys: allowed value range.
ValueListKey fieldValueList keys: the selectable values.
DisplayNameOverrideKey fieldAlternative label in the Details panel.

Pre-configured keys include EditCondition, EditConditionHides, DisplayAfter, DisplayPriority, NoResetToDefault, InlineEditConditionToggle, NoSpinbox, SliderExponent, Delta, Multiple, ArrayClamp, ClampMin, ClampMax, UIMin, UIMax, GetOptions, NoElementDuplicate, ForceInlineRow, TitleProperty, ShowOnlyInnerProperties, ValidEnumValues, InvalidEnumValues, Categories, AllowedTypes, RowType, RequiredAssetDataTags, HideAlphaChannel, AssetBundles, Untracked, AllowAbstract, ShowTreeView, BlueprintBaseOnly, ExactClass, MustImplement, DesignerRebuild, BindWidget, BindWidgetOptional, BindWidgetAnim, BindWidgetAnimOptional, DefaultToSelf, DisplayThumbnail, AllowedClasses, DisallowedClasses, HiddenByDefault, DisableSplitPin, BaseStruct, ExcludeBaseStruct and StructTypeConst.

Troubleshooting

SymptomCause and fix
No Metadata section appearsThe member kind is disabled in Project Settings > Editor > MetaWrench, or no configured key supports that property type and Blueprint class. Check the Supported Property Types of the key you expect.
A key is missing for one variable but shown for anotherThe key may have Required Meta Data that the variable does not have yet (e.g. EditConditionHides needs EditCondition), or an Incompatible Meta Data key that it does have.
Nothing is shown for collapsed graphs or macrosEnable Meta Data Editor for Collapsed Graphs and Macros is off by default; enable it in the settings.
A removed key still affects a variableRemoving a key from the settings does not remove metadata already stored on members. Use the raw metadata editor to delete it.
Metadata on a local variable has no effect until compileLocal-variable metadata is applied by the Blueprint compiler extension in MetaWrenchGraph; compile the Blueprint.
Property Visibility row is read-onlyThe variable was not created in this Blueprint (it is inherited); change it where it is declared.

Credits

© 2026 Alpha XP — alphaxp.net · Support: support@alphaxp.net. Built and verified for Unreal Engine 5.8.