unreal-blueprints
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---
name: unreal-blueprints
description: >
license: Apache-2.0
---
# Unreal Blueprints (Visual Scripting)
Structure gameplay logic in Unreal Engine 5 Blueprints: pick the right graph, expose data
cleanly, and choose a communication method that doesn't create hard-reference spaghetti.
Targets **UE 5.8**. (Blueprints are node graphs; the snippets below describe node flows.)
## When to use
- Use when authoring a Blueprint Class, wiring the Event Graph (BeginPlay/Tick/overlap),
using the Construction Script, creating variables/functions/macros, or choosing how two
Blueprints communicate (Cast, Interface, or Event Dispatcher).
- Use when the project has `*.uproject` and Blueprint `*.uasset` files, and the user works
visually rather than in C++.
**When *not* to use:** performance-critical systems, large data structures, or anything that
benefits from source control diffs and unit tests → `unreal-cpp-gameplay`. Player input
mapping → `unreal-enhanced-input`. AI logic → `unreal-behavior-trees`.
## Core workflow
1. **Choose the Blueprint type.** A **Blueprint Class** (derived from Actor/Pawn/Character/
ActorComponent) defines a reusable object. The **Level Blueprint** is a per-level graph for
level-specific scripting only — don't put reusable logic there.
2. **Use the Construction Script for editor-time setup** (procedural placement, configuring
components from variables) — it runs when the actor is placed or edited, *not* during play.
3. **Use the Event Graph for runtime logic.** `Event BeginPlay` for init, input/overlap events
for reactions. Avoid `Event Tick` unless you truly need per-frame work.
4. **Expose data with variables**; click the eye icon to make a variable Instance Editable, and
group related ones with categories. Mark **pure** functions (no exec pin) for getters.
5. **Pick a communication method by coupling** (see Patterns): direct **Cast** for things you
own, **Blueprint Interface** to call across types without hard references, **Event
Dispatcher** to broadcast one-to-many.
6. **Verify** with the Blueprint debugger: drop breakpoints on nodes, watch variable values,
and use Print String to confirm execution paths during Play In Editor (PIE).
## Patterns
### 1. Reactive Event Graph (no Tick)
```text
Event BeginPlay
-> Set 'StartLocation' = GetActorLocation
-> Bind Event to OnComponentBeginOverlap (TriggerVolume) [calls custom event OnEnterZone]
OnEnterZone (Other Actor)
-> Branch: Other Actor == Player?
True -> Open Door (Timeline drives the rotation) // event-driven, runs once
```
Prefer events (overlaps, timers, dispatchers) and Timelines over polling in Tick.
### 2. Direct reference + Cast (tight coupling, use sparingly)
```text
Overlapped Actor (Actor ref)
-> Cast To BP_Player
Cast Failed -> (do nothing)
Success -> call BP_Player.ApplyDamage(10)
```
`Cast To` creates a hard reference to that class (it loads with this Blueprint). Fine when the
caller genuinely depends on that type; otherwise prefer an Interface.
### 3. Blueprint Interface (decoupled call)
```text
// 1. Create BPI_Interactable with function 'Interact(Instigator)'.
// 2. Add the interface to BP_Door, BP_Chest, BP_Lever and implement 'Interact' in each.
// 3. Caller, with any Actor ref:
Player presses Use
-> Does Object Implement Interface (BPI_Interactable)? // safe check, no Cast/hard ref
True -> Interact (Message) on Target Actor
```
### 4. Event Dispatcher (one-to-many broadcast)
```text
// In BP_Player: declare Event Dispatcher 'OnHealthChanged (float NewHealth)'.
TakeDamage -> Set Health -> Call 'OnHealthChanged' (Health) // broadcast
// In WBP_HUD BeginPlay: Bind Event to 'OnHealthChanged' -> update health bar.
// Many listeners can bind; the player never references them.
```
## Pitfalls
- **Cast spaghetti / long load times** — chains of `Cast To` create hard references that pull
whole asset trees into memory. Decouple with Interfaces or Dispatchers.
- **Logic in the Level Blueprint that should be reusable** — it can't be reused across levels.
Put it in a Blueprint Class.
- **`Event Tick` overuse** — every-frame nodes add up fast. Use events, Timers
(`Set Timer by Event`), and Timelines instead.
- **Construction Script doing gameplay** — it runs in the editor on edit/placement; spawning
gameplay actors or starting logic there causes editor-only artifacts. Init in BeginPlay.
- **Variable not visible on the instance** — toggle Instance Editable (the eye); to edit before
spawn via Spawn node, also mark "Expose on Spawn".
- **Interface call did nothing** — the target doesn't implement the interface; use "Does
Implement Interface" before calling, or use the Message version which is safe on non-implementers.
## References
- For a decision guide on **Cast vs Interface vs Event Dispatcher** and step-by-step dispatcher
binding, read `references/communication.md`.
- Primary docs: "Blueprints Visual Scripting"
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-blueprints-visual-scripting-in-unreal-engine`).
## Related skills
- `unreal-cpp-gameplay` — when to drop to C++; how BP and C++ classes interoperate.
- `unreal-enhanced-input` — the modern way to feed input events into these graphs.
- `unreal-behavior-trees` — AI decision logic that Blueprints trigger.More General & Other skills
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