Skip to main content
Version: latest - a1.19.x βš–οΈ

πŸ”£ Blueprint

A Blueprint Class allows spawning any Unreal Blueprint Actor in nanos world.

πŸ’‚Authority
This class can be spawned on both 🟧 Client and 🟦 Server (if you spawn it on client, it won't be synchronized with other players).
πŸ‘ͺInheritance
This class inherits from Base Actor Base Paintable .
tip

If your Actor Blueprint was spawned on the Server, it will be automatically synchronized with other players using the nanos world Network Authority system! It follows the same rules as all other entities!

πŸŽ’ Examples​

Calling Blueprint Events from lua​

-- Spawns the Blueprint
local blueprint = Blueprint(Vector(), Rotator(), "my-asset-pack::BP_MyBlueprint")

local param1 = 123
local param2 = "hello there!"

-- Calls the event, passing any parameters
blueprint:CallBlueprintEvent("MyBlueprintCustomEvent", param1, param2)

Binding Blueprint Event Dispatchers​

-- Spawns the Blueprint
local blueprint = Blueprint(Vector(), Rotator(), "my-asset-pack::BP_MyBlueprint")

-- Subscribes to a Blueprint Event Dispatcher
blueprint:BindBlueprintEventDispatcher("MyBlueprintDispatcher", function(self, arg1, arg2)
Package.Log("Called from Blueprint!", arg1, arg2)
end)

πŸ—οΈ Constructor​

local my_blueprint = Blueprint(location?, rotation?, blueprint_asset?)
TypeNameDefaultDescription
Vector locationVector(0, 0, 0)
Rotator rotationRotator(0, 0, 0)
Blueprint Reference blueprint_asset

🦠 Functions​

Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DestroyDestroys this Actor
DetachDetaches this Actor from AttachedTo Actor
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetVisibilitySets whether the actor is visible or not
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetRotationSets this Actor's rotation in the game world
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetScaleSets this Actor's scale
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetValueSets a value in this Actor
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
boolean IsBeingDestroyedReturns true if this Actor is being destroyed
boolean IsVisibleReturns true if this Actor is visible
boolean IsGravityEnabledReturns true if gravity is enabled on this Actor
boolean IsInWaterReturns true if this Actor is in water
boolean IsNetworkDistributedReturns true if this Actor is currently network distributed
boolean IsValidReturns true if this Actor is valid (i.e. wasn't destroyed and points to a valid Actor)
table of Base Actor GetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
table GetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
number GetIDGets the universal network ID of this Actor (same on both client and server)
Vector GetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Vector GetForceGets this Actor's force (set by SetForce())
number GetDimensionGets this Actor's dimension
boolean HasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
boolean HasAuthorityGets if this Actor was spawned by the client side
Vector GetScaleGets this Actor's scale
string GetTypeGets the type of this Actor
any GetValueGets a value stored on this Actor at the given key. Please refer to Entity Values for more information
Vector GetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of string GetActorTagsGets all Unreal Actor Tags on this Actor
function SubscribeSubscribes to an Event
UnsubscribeUnsubscribes all callbacks from this Event in this Actor within this Package, or only the callback passed
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/paintable
ReturnsNameDescription
SetMaterialSets the material at the specified index of this Actor
SetMaterialFromCanvasSets the material at the specified index of this Actor to a Canvas object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture object
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
ResetMaterialResets the material from the specified index to the original one
SetMaterialColorParameterSets a Color parameter in this Actor's material
SetMaterialScalarParameterSets a Scalar parameter in this Actor's material
SetMaterialTextureParameterSets a texture parameter in this Actor's material to an image on disk
SetMaterialVectorParameterSets a Vector parameter in this Actor's material
SetPhysicalMaterialOverrides this Actor's Physical Material with a new one
ReturnsNameDescription
any CallBlueprintEventCalls a Blueprint Event or Function
BindBlueprintEventDispatcherAssigns and Binds a Blueprint Event Dispatcher

CallBlueprintEvent​

Calls a Blueprint Event or Function
Returns all Function return values on Client Side


Returns any (The event return values)
local ret = my_blueprint:CallBlueprintEvent(event_name, arguments...?)
TypeParameterDefaultDescription
string event_nameEvent or Function name
any arguments...?nilSequence of arguments to pass to the event

BindBlueprintEventDispatcher​

Assigns and Binds a Blueprint Event Dispatcher
my_blueprint:BindBlueprintEventDispatcher(dispatcher_name, callback)
TypeParameterDefaultDescription
string dispatcher_nameEvent Dispatcher name
function callbackCallback function to call (the first argument is the blueprint itself)

πŸš€ Events​

Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DestroyTriggered when an Actor is destroyed
SpawnTriggered when an Actor is spawned/created
ValueChangeTriggered when an Actor has a value changed with :SetValue()
This entity doesn't have own events.

βœ… List of Supported Parameter Types​

List of all supported parameters which can be passed between Lua <-> Blueprint:

Variable Type
Booleanβœ…
Byteβœ…
Integerβœ…
Integer64βœ…
Floatβœ…
Stringβœ…
Enumβœ…
Nameβœ…
Textβœ…
Vectorβœ…
Rotatorβœ…
Colorβœ…
LinearColorβœ…
Actorβœ…
Object❌
Player❌
Transform❌
Structs❌
tip

Other built-in Structs can be requested to be supported. If you feel the real need please add an idea to our Feedback Hub.