Reading Nodes
Reading Blueprint Nodes
Section titled “Reading Blueprint Nodes”-
Events (Red Nodes)
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Starting blocks in event graph
- Trigger subsequent code
- Example: Enhanced input action for movement
- “Event driven gameplay” concept
- Player does action → code responds
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Blueprint Node Structure
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Top: Name
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Target: Function ownership
- Example: Pawn function affects pawns
- Works with child classes (character -> pawn)
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Split Layout:
- Left side: Inputs
- Right side: Outputs
- Parameters/Pins types:
- Execute pin
- Object pin
- Vector pin
- Float pin
- Boolean pin
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Function Execution (Blue Nodes)
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Requires white execute line connection
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“Left to right” reading direction
- Follows arrow direction
- Triggers next function after completion
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Example: Movement code
- Event triggers → calls add movement input
- Target = pawn
- Direction = get actor right vector
- Scale value from movement input event
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Advanced Node Features
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Structure pins (dark blue)
- Bundles of variables
- Can break apart for details
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Down arrow options
- Reveals uncommon settings
- Example: Debug visualization
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Finding/Adding Nodes
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Right click in empty space
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Context sensitive search (default)
- Shows class-specific functions/variables
- Can disable for all engine options
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Reference dragging
- Drag from pin for context options
- Shows available functions for specific type
Blueprint nodes form a visual programming system with color-coded elements and directional flow. Understanding node types, connections, and context sensitivity enables efficient blueprint creation and modification.