Quick Search / Reference

Feature reference

v1.1.0Editor plugin
  • UE 5.5–5.8
On this pageAt a glanceOpening Quick SearchThe popupKeysSearch syntaxResult kindsActions menuC++ resultsWhen results updateSettingsConsole commandsMessagesLimits

Everything Quick Search adds to the editor: how to open it, the popup's controls and keys, the full search syntax, what each kind of result opens, the actions menu, every setting with its default, and the messages you may see.

At a glance#

Item Details
Plugin type Editor only. Nothing ships in a packaged game.
Editor platform Windows
Engine versions UE 5.5–5.8
Dependencies The engine editor plugins it needs are enabled automatically.
Blueprint nodes None
Shared with your team Project Settings → Plugins → Quick Search → Excluded Paths
Personal Everything under Editor Preferences → Plugins → Quick Search, including the switches in the popup's filter menu
Search data Kept per machine in the project's Saved folder, which is not meant for source control
Entry point Default Effect
Quick Search Ctrl+T Opens the popup. Press it again to close.
Quick Search: Members Alt+Shift+T Opens the popup scoped with @ to the asset you are editing. Press it again to close.
Tools menu, Search section Both commands, showing their current shortcuts.
Toolbar button Quick Search on the Level Editor toolbar and the Blueprint editor toolbar. Show Toolbar Button hides it.

Change the shortcuts under Editor Preferences → General → Keyboard Shortcuts → Quick Search. The shortcuts work anywhere in the editor, including floating windows, except in modal dialogs, while a progress dialog is open, and in panels on the Shortcut Deny List, which by default contains Sequencer and the Physics Asset Editor because they use Ctrl+T themselves.

@ refers to the asset editor whose tab was active when you opened the popup. From the Level Editor, the Content Browser, or other panels, it refers to the open level.

The popup opens near the top of the screen under the mouse pointer. Clicking anywhere else closes it. With Restore Last Query on, it reopens with your last query selected, so typing replaces it.

The popup#

Part Details
Search field Type names, words, or the search syntax.
Filter button In the search field. Search In switches Project Content (always on), Project Plugin Content, Engine Content, and Engine Plugin Content. Index → Rebuild Index reads every Blueprint again in the background; navigation history is kept. Changes apply as you type.
Chips All, Assets, Functions, Variables, Comments, Actors, Tags, and C++. Clicking one replaces the leading result-type prefix and keeps the rest of your text.
Result list Each row has a colored stripe, an icon, the name with matched letters highlighted, a signature or type, the location, and a kind label such as FUNCTION, VARIABLE, or the asset type.
Details line Under the list: where the selected result lives, how many assets reference an asset, and a Blueprint's parent. It also says when results come from a corrected spelling or another keyboard layout.
Footer Key hints and a status, such as the number of results or search preparation progress.

An empty search lists up to 20 recent destinations: your own first, then assets the editor opened recently. Results refresh while search data updates, without moving your selection.

A drill-in list, such as References to a result, replaces the chips with its title. Backspace in the empty field goes back.

Keys#

Key Action
Up, Down Move the selection. It wraps at the ends.
Page Up, Page Down Move ten rows.
Enter Open the selected result.
Ctrl+Enter Reveal the result, usually in the Content Browser. See Result kinds.
Alt+Enter Open the actions menu.
Shift+F12 Find references, where available.
Tab, Shift+Tab Move between chips. Not available in drill-in lists.
Backspace in an empty field Leave a drill-in list.
Escape Clear the text, then leave a drill-in list, then close.
Double-click Open a result. A single click selects it.

Search syntax#

Filters go at the start of the search, in any order. The first word that is not a filter starts the search text, so health f: does not filter.

Type this Effect
a: Assets.
f: Functions, events, macros, graphs, and C++ functions.
v: Variables, local variables, components, struct members, enum entries, and C++ properties.
c: Comments, tooltips, and descriptions.
l: Actors in the open level.
g: Gameplay tags.
n: The project's C++ types, functions, and properties.
t:mi Assets of a type, matched by class or display name: t:mi finds Material Instances.
/Game/Characters Results inside that folder. Matches by the start of the path.
player.health A member named like health on an owner named like player. Owners are Blueprints, levels, structs, enums, and C++ types.
@ Members of the asset you are editing. On its own, it lists them all, up to 500.
  • Several prefixes widen the search: f: v: health finds both functions and variables.
  • Every word must match, in any order: player character.
  • Initials work too: pcm can find PlayerCharacterMovement.
  • Comments match whole words and word starts, not fragments inside words.
  • Correct Typos re-runs a search that finds almost nothing with each word corrected to a name used in your project. Corrected results come after the real ones.
  • Retry Other Keyboard Layouts re-reads a search that finds nothing as if typed on your other installed layouts.
  • Neither retry runs for @ searches.

Result kinds#

Kind Includes Enter opens Ctrl+Enter
Asset Any asset except redirectors and excluded folders The asset's editor, or the level for a map Selects it in the Content Browser
Function Blueprint functions, including interface implementations That graph Selects the owning asset
Graph Event graphs, Construction Script, animation graphs, collapsed graphs, state machines, states, and transition rules That graph Selects the owning asset
Event Custom events, overridden events, input events, and bound component and actor events The event node Selects the owning asset
Macro Macro graphs The macro Selects the owning asset
Variable Member variables The Blueprint, with the variable selected Selects the owning asset
Local Local variables of functions The function, with the variable selected Selects the owning asset
Component Components added in the Blueprint's own Components panel The Components panel, with it selected Selects the owning asset
Member Fields of user-defined structs The struct editor Selects the struct
Enum Entries of user-defined enums The enum editor Selects the enum
Comment Comment boxes, node comments, tooltips, and descriptions, up to their first 200 characters What the comment belongs to Selects the owning asset
Actor Actors in the open level, including hidden sublevels and unloaded World Partition actors, matched by label or tag Selects the actor and moves the viewports to it, loading it first if needed Selects the actor's Blueprint class
Tag Every gameplay tag, including parent tags The Gameplay Tag Manager, with the tag highlighted Selects the Data Table that defines it
C++ Reflected types, functions, and properties from the project's own modules Your source code editor Same as Enter

Inherited components and components created in C++ are not listed. Actors are only found in the level that is open.

Actions menu#

Press Alt+Enter on a result.

Action Available for Effect
Open All except C++ Same as Enter.
Show in Content Browser Asset-owned results, tags, and actors with a Blueprint class Same as Ctrl+Enter.
Find References Assets, tags, and Blueprint and C++ members Assets and tags: a drill-in list of referencing assets. Members: Find in Blueprints with the search filled in.
Reference Viewer, Size Map, Copy Reference Assets Opens that tool, or copies the reference as the Content Browser does.
Copy Path All Copies the asset path, the tag name, or the C++ path. For an actor, the level's path.
Go to Parent, Show Children Blueprints Opens the parent Blueprint or C++ class, or lists every child Blueprint.
Show Implementations Blueprint interfaces Lists the Blueprints that implement it.
Go to Base, Show Overrides Blueprint functions and events Opens the parent declaration, or lists child Blueprints that override it.
Open in IDE C++ Opens the declaration.
Open in Tag Manager Tags Opens the Gameplay Tag Manager.
Select and Frame in Viewport Actors Same as Enter.

C++ results#

  • Covers reflected C++ types, their functions, and their properties from the modules in your project file and from plugins in the project's Plugins folder. Engine C++ is not included.
  • Plain C++ that is not exposed to Unreal's reflection is not searched.
  • Updated at every editor start and after Live Coding or a hot reload.
  • Opening a result uses your configured source code editor. Functions need the project's source and debug symbols, and the editor shows Reading C++ Symbols the first time.

You do not need C++ to use Quick Search.

When results update#

Content Searchable
Assets As soon as they are created, renamed, or deleted, once the editor has finished discovering assets at startup.
Blueprint members After you compile the Blueprint, even before saving, and after saving, renaming, deleting, or a change on disk such as a source-control sync.
Struct fields and enum entries After the asset is saved. They are read in the background after other search preparation.
Actors and gameplay tags Captured when the popup opens; changes show next time.
New levels Once they are saved.

At each start the whole project is checked, and the footer briefly shows progress. Preparation pauses during Play In Editor, while saving, and while progress dialogs are open. After an update that needs it, search data is rebuilt once automatically.

Blueprints saved by a very old or newer engine can lack searchable data; resave them in your current supported editor. QuickSearch.Status reports how many there are.

Settings#

Editor Preferences#

Editor Preferences → Plugins → Quick Search. Personal preferences.

Category Setting Default Effect
Indexing Index Comments On Search comment boxes, node comments, tooltips, and descriptions.
Indexing Index Batch Size 64 How much background work is done per step, from 1 to 512.
Indexing Excluded Paths /Engine/Transient, /Game/Developers Folders to leave out, matched by the start of the path. Combined with the team list.
Search Include Engine Content Off Also search engine assets.
Search Include Engine Plugin Content Off Also search assets from engine and Fab plugins.
Search Include Project Plugin Content On Search content and C++ in the project's own plugins.
Search Max Results 50 Results shown, from 5 to 500.
Search Debounce Milliseconds 60 Wait after a keystroke before searching, from 0 to 500. The first keystroke after a pause searches at once.
Search Correct Typos On Retry nearly empty searches with corrected spelling.
Search Retry Other Keyboard Layouts On Retry empty searches as typed on your other layouts.
Interface Restore Last Query On Reopen the popup with the last search. Lasts for the editor session.
Interface Show Toolbar Button On Show the toolbar buttons.
Ranking Kind Weights Empty Raise or lower the priority of result kinds, such as Asset or Function.
Ranking Recently Used Bonus 80 How strongly recently opened results rank higher, from 0 to 400.
Shortcut Shortcut Deny List Sequencer, PhysicsAssetEditor Panels where the Quick Search shortcuts stand down.

Level actors, gameplay tags, and C++ results are not affected by the content switches or excluded paths.

Project Settings#

Project Settings → Plugins → Quick Search → Excluded Paths lists folders to leave out for the whole team. It is empty by default.

Console commands#

Command Effect
QuickSearch.Status Prints the state of the search data, including Blueprints that need resaving.
QuickSearch.Rebuild Rebuilds the search data in the background, the same as Rebuild Index.

Messages#

Where Message
Footer assets only: another editor has the index open when a second editor has the same project open. Only assets, actors, and tags can be searched there.
Footer indexing X of Y while search preparation runs.
Empty list Start typing to search the project, Searching…, No results, Nothing to list, or Nothing in this list matches.
Output Log An actor that belongs to a level other than the open one.
Output Log Could not load an asset to navigate to it.
Output Log A level with more than 100,000 actors: only the first 100,000 are searchable.

The Output Log category is LogQuickSearch.

Limits#

  • Windows editor only.
  • One editor at a time can use the full search data for a project.
  • /Game/Developers is excluded by default.
  • Node titles and pin values are not searched. Use Find References to hand a member search to Find in Blueprints.
  • Without a filter, each result kind is limited to a share of the list, so raising Max Results alone may not show more of one kind. Use a prefix or chip to see all results of a kind.
  • The toolbar button appears on the Level Editor and Blueprint editor toolbars.
Documentation
↑ ↓ Navigate ↵ Openesc Close