Functions
Blueprint Functions Basics
Section titled “Blueprint Functions Basics”-
Events can call functions
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Functions are lists of instructions for the game to run
- Can create custom or use existing functions
- Line trace by channel is an example (has ‘f’ in corner)
- Takes input parameters, processes them, outputs results
- Can create custom or use existing functions
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Creating Custom Functions
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Located in My Blueprint section > Functions list > plus button
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Function Data Panel shows:
- Inputs (parameters on left side)
Can set variables like integers
- Outputs (results on right side)
- Processing happens between input/output
- Inputs (parameters on left side)
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Function Connections
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Pins can only connect to matching types
- Integer pins connect to integer pins
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Can call functions by:
- Right clicking and searching
- Dragging from function list
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Begin play event triggers at game start
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Important Function Rules
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Functions must execute completely in same call
- Cannot use latent functions (clock icon)
- No delay nodes allowed
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Can be called from other actors with reference
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Conversions happen automatically between some types
- Example: Integer to string for print string
Functions form the basic building blocks for game logic, taking inputs and producing outputs through a series of instructions. They must complete execution immediately and can be referenced across different actors in the game.