Blueprints
Project & assetsCreate and change Blueprint classes: variables, functions, events and components, compiled and ready to test.
What it’s for
Ask your assistant to build and change Blueprint classes. It can create new Blueprints, add and rename variables, add functions, events and event dispatchers, manage the components on the class, set default values, change the parent class and compile. This is the main area for building and reshaping the Blueprints your game is made of.
Your assistant writes graph logic as readable text and turns it into real nodes in one step, which is faster than placing and wiring nodes one at a time. It can also read an existing graph as text, so it knows what a Blueprint already does before it changes anything. You can review the same text as a diff.
Changes here apply to the Blueprint class. Changing a default does not update copies already placed in a level. To change one placed actor, see Actors in the level. Small fixes to one graph, such as deleting a stray node or reconnecting a single pin, are covered here too.
Things you can ask
Start a new component Blueprint
Your assistant creates the Blueprint with a variable and an event, then compiles it.
You: Create a BP_HealthComponent with a Health float and a TakeDamage event.
Created BP_HealthComponent in /Game/Components with a Health float (default 100) and a TakeDamage event. It compiles with no errors or warnings.Add graph logic from a description
Your assistant reads the existing graph, then adds the new event and its logic.
You: In BP_Door, add an OnInteract event that plays Open and disables collision.
Added OnInteract to BP_Door. It plays Open and turns off the actor's collision. It compiles.Add a component to the class
Every copy of the Blueprint you place from now on gets the new component.
You: Give BP_Pickup a static mesh component using the coin mesh.
Added a CoinMesh static mesh component to BP_Pickup using SM_Coin. It compiles with no errors.