Welcome to AutoMember
AutoMember eliminates repetitive Cast To chains and complex Blueprint Interface setups in Unreal Engine 5. With AutoMember, you can wire any object directly into a single node to call project functions, fire custom events, or read and write variables without asset reference bloat.
Connect any object—like a Player Character, Hit Actor, or Component—directly into the Target pin. No casting, no interface boilerplate, and zero asset loading overhead.
What is AutoMember?#
In standard Unreal Engine Blueprints, communicating between different Blueprint classes usually forces you to pick between two painful approaches:
- Direct Casting (Cast To): Causes hard asset references. Casting to a heavy boss character drags all of their meshes, animations, and textures into memory.
- Blueprint Interfaces: Requires creating interface assets, declaring functions, implementing them on target classes, and keeping signatures synchronized across your whole team.
AutoMember solves this by introducing dynamic, self-adapting Blueprint nodes. Just pick what you want to call or read, and AutoMember handles the rest safely at runtime.
Core Features#
| Feature | What It Does | Why It Helps |
|---|---|---|
| Auto Call | Calls any function or triggers any custom event. | Replaces Cast To nodes and interface message calls. |
| Auto Get | Reads variables or pure functions as a pure node. | Instantly read health, ammo, or player state without execution pins. |
| Auto Set | Writes to variables and properties directly. | Quickly update target actor variables with clean execution pass-through. |
| Member Picker | Quick-search popup with keyboard navigation. | Double-click any node to find functions and variables instantly. |
| Zero Memory Bloat | Dynamic mode uses cached reflection. | Avoids loading heavy textures and meshes in cooked games. |
Quick Navigation#
Installation Guide
Add AutoMember to your Unreal Engine 5 project in under 2 minutes.
5-Minute Quick Start
Learn how to place your first Auto Call node and wire target objects.
Core Concepts
Understand Dynamic vs Static binding and how AutoMember saves memory.
Node Reference Guide
Detailed breakdown of Auto Call, Auto Get, Auto Set, and the Member Picker.