Skill detail
unreal-blueprints
Builds Unreal Engine 5 gameplay logic with Blueprint visual scripting, covering event graphs, variables, and Blueprint communication. Adjacent 3D engine work but not Blender.
Why we recommend it: Unreal Engine 5 Blueprint gameplay scripting; adjacent game/3D engine work but not Blender modeling.
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SKILL.md
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---
name: unreal-blueprints
description: >
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the
Event Graph and Construction Script, variables/functions/macros, and Blueprint
communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring
an event graph, deciding how Blueprints talk to each other, or when the user mentions
Blueprint, BP, event graph, construction script, or a Blueprint .uasset.
---
# 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 NewHeRead the full source on GitHub (opens external page)