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Class Blueprint

Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code.

Inheritance
System.Object
UObject
BlueprintCore
Blueprint
AnimBlueprint
LevelScriptBlueprint
LegacyLevelSequenceDirectorBlueprint
BaseWidgetBlueprint
Inherited Members
BlueprintCore.SkeletonGeneratedClass
BlueprintCore.GeneratedClass
BlueprintCore.bLegacyNeedToPurgeSkelRefs
BlueprintCore.bLegacyGeneratedClassIsAuthoritative
BlueprintCore.BlueprintGuid
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class Blueprint : BlueprintCore

Properties

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bBeingCompiled

Declaration
public bool bBeingCompiled { get; set; }
Property Value
Type Description
System.Boolean
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bDeprecate

Declaration
public bool bDeprecate { get; set; }
Property Value
Type Description
System.Boolean
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bDisplayCompilePIEWarning

Declaration
public bool bDisplayCompilePIEWarning { get; set; }
Property Value
Type Description
System.Boolean
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bDuplicatingReadOnly

Declaration
public bool bDuplicatingReadOnly { get; set; }
Property Value
Type Description
System.Boolean
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bForceFullEditor

Declaration
public bool bForceFullEditor { get; set; }
Property Value
Type Description
System.Boolean
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bGenerateAbstractClass

Declaration
public bool bGenerateAbstractClass { get; set; }
Property Value
Type Description
System.Boolean
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bGenerateConstClass

Declaration
public bool bGenerateConstClass { get; set; }
Property Value
Type Description
System.Boolean
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bHasBeenRegenerated

Declaration
public bool bHasBeenRegenerated { get; set; }
Property Value
Type Description
System.Boolean
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bIsNewlyCreated

Declaration
public bool bIsNewlyCreated { get; set; }
Property Value
Type Description
System.Boolean
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bIsRegeneratingOnLoad

Declaration
public bool bIsRegeneratingOnLoad { get; set; }
Property Value
Type Description
System.Boolean
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BlueprintSystemVersion

The version of the blueprint system that was used to create this blueprint

Declaration
public int BlueprintSystemVersion { get; set; }
Property Value
Type Description
System.Int32
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BlueprintType

The type of this blueprint

Declaration
public byte BlueprintType { get; set; }
Property Value
Type Description
System.Byte
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bQueuedForCompilation

Declaration
public bool bQueuedForCompilation { get; set; }
Property Value
Type Description
System.Boolean
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Breakpoints

Persistent debugging options

Declaration
public ObjectArrayField<Breakpoint> Breakpoints { get; }
Property Value
Type Description
ObjectArrayField<Breakpoint>
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bRecompileOnLoad

Declaration
public bool bRecompileOnLoad { get; set; }
Property Value
Type Description
System.Boolean
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bRunConstructionScriptInSequencer

Declaration
public bool bRunConstructionScriptInSequencer { get; set; }
Property Value
Type Description
System.Boolean
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bRunConstructionScriptOnDrag

Declaration
public bool bRunConstructionScriptOnDrag { get; set; }
Property Value
Type Description
System.Boolean
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ComponentTemplates

Array of component template objects, used by AddComponent function

Declaration
public ObjectArrayField<ActorComponent> ComponentTemplates { get; }
Property Value
Type Description
ObjectArrayField<ActorComponent>
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static Blueprint DefaultObject { get; }
Property Value
Type Description
Blueprint
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DelegateSignatureGraphs

Graphs of signatures for delegates

Declaration
public ObjectArrayField<EdGraph> DelegateSignatureGraphs { get; }
Property Value
Type Description
ObjectArrayField<EdGraph>
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EventGraphs

Set of functions actually compiled for this class

Declaration
public ObjectArrayField<EdGraph> EventGraphs { get; }
Property Value
Type Description
ObjectArrayField<EdGraph>
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FunctionGraphs

Set of functions implemented for this class graphically

Declaration
public ObjectArrayField<EdGraph> FunctionGraphs { get; }
Property Value
Type Description
ObjectArrayField<EdGraph>
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InheritableComponentHandler

Stores data to override (in children classes) components (created by SCS) from parent classes

Declaration
public InheritableComponentHandler InheritableComponentHandler { get; set; }
Property Value
Type Description
InheritableComponentHandler
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IntermediateGeneratedGraphs

Set of functions actually compiled for this class

Declaration
public ObjectArrayField<EdGraph> IntermediateGeneratedGraphs { get; }
Property Value
Type Description
ObjectArrayField<EdGraph>
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MacroGraphs

Set of macros implemented for this class

Declaration
public ObjectArrayField<EdGraph> MacroGraphs { get; }
Property Value
Type Description
ObjectArrayField<EdGraph>
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OriginalClass

If this BP is just a duplicate created for a specific compilation, the reference to original GeneratedClass is needed

Declaration
public SubclassOf<UObject> OriginalClass { get; set; }
Property Value
Type Description
SubclassOf<UObject>
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ParentClass

Pointer to the parent class that the generated class should derive from.

Declaration
public SubclassOf<UObject> ParentClass { get; set; }
Property Value
Type Description
SubclassOf<UObject>
Remarks

This can be null under rare circumstances, one such case can be created by creating a blueprint (A) based on another blueprint (B), shutting down the editor, and deleting the parent blueprint. Exported as Alphabetical in GetAssetRegistryTags

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PRIVATE_InnermostPreviousCDO

PRIVATE Innermost Previous CDO

Declaration
public UObject PRIVATE_InnermostPreviousCDO { get; set; }
Property Value
Type Description
UObject
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SearchGuid

Guid key for finding searchable data for Blueprint in the DDC

Declaration
public FGuid SearchGuid { get; set; }
Property Value
Type Description
FGuid
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SimpleConstructionScript

'Simple' construction script - graph of components to instance

Declaration
public SimpleConstructionScript SimpleConstructionScript { get; set; }
Property Value
Type Description
SimpleConstructionScript
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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Status

The current status of this blueprint

Declaration
public byte Status { get; set; }
Property Value
Type Description
System.Byte
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ThumbnailInfo

Information for thumbnail rendering

Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
Type Description
ThumbnailInfo
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Timelines

Array of templates for timelines that should be created

Declaration
public ObjectArrayField<TimelineTemplate> Timelines { get; }
Property Value
Type Description
ObjectArrayField<TimelineTemplate>
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UbergraphPages

Set of pages that combine into a single uber-graph

Declaration
public ObjectArrayField<EdGraph> UbergraphPages { get; }
Property Value
Type Description
ObjectArrayField<EdGraph>

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static Blueprint New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
Blueprint

Operators

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Implicit(IntPtr to Blueprint)

Convert from IntPtr to UObject

Declaration
public static implicit operator Blueprint(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
Blueprint
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