🔣 Blueprint
A Blueprint Class allows spawning any Unreal Blueprint Actor in nanos world.
Si votre acteur Blueprint a été créé sur le Serveur, il sera automatiquement synchronisé avec les autres joueurs en utilisant le système d'Autorité de Réseau de nanos world ! Il suit les mêmes règles que toutes les autres entités !
🎒 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)
Console.Log("Called from Blueprint!", arg1, arg2)
end)
🛠 Constructors
Default Constructor
No description provided
local my_blueprint = Blueprint(location, rotation, blueprint_asset, collision_type?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Required parameter | No description provided |
Rotator | rotation | Required parameter | No description provided |
Blueprint Reference | blueprint_asset | Required parameter | No description provided |
CollisionType | collision_type | CollisionType.Auto | No description provided |
🗿 Static Functions
Inherited Entity Static Functions
This class doesn't have own static functions.
🦠 Functions
Inherited Entity Functions
Inherited Actor Functions
Inherited Paintable Functions
Returns | Name | Description | |
---|---|---|---|
function | BindBlueprintEventDispatcher | Assigns and Binds a Blueprint Event Dispatcher | |
![]() | varargs of any | CallBlueprintEvent | Calls a Blueprint Event or Function |
any | GetBlueprintPropertyValue | Gets a Blueprint Property/Variable value | |
SetBlueprintPropertyValue | Sets a Blueprint Property/Variable value directly | ||
UnbindBlueprintEventDispatcher | Unbinds a Blueprint Event Dispatcher |

BindBlueprintEventDispatcher
Assigns and Binds a Blueprint Event Dispatcher
— Returns function (the callback itself).
local ret = my_blueprint:BindBlueprintEventDispatcher(dispatcher_name, callback)
Type | Parameter | Default | Description |
---|---|---|---|
string | dispatcher_name | Required parameter | Event Dispatcher name |
function | callback | Required parameter | Callback function to call with this format |

CallBlueprintEvent
Calls a Blueprint Event or Function
Returns all Function return values on Client Side
— Returns varargs of any (the function return values).
local ret_01, ret_02, ... = my_blueprint:CallBlueprintEvent(event_name, arguments...?)
Type | Parameter | Default | Description |
---|---|---|---|
string | event_name | Required parameter | Event or Function name |
any | arguments...? | nil | Sequence of arguments to pass to the event |

GetBlueprintPropertyValue
Gets a Blueprint Property/Variable value
— Returns any (the value).
local ret = my_blueprint:GetBlueprintPropertyValue(property_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | property_name | Required parameter | No description provided |
See also SetBlueprintPropertyValue.

SetBlueprintPropertyValue
Sets a Blueprint Property/Variable value directly
my_blueprint:SetBlueprintPropertyValue(property_name, value)
Type | Parameter | Default | Description |
---|---|---|---|
string | property_name | Required parameter | No description provided |
any | value | Required parameter | No description provided |
See also GetBlueprintPropertyValue.

UnbindBlueprintEventDispatcher
Unbinds a Blueprint Event Dispatcher
my_blueprint:UnbindBlueprintEventDispatcher(dispatcher_name, callback?)
Type | Parameter | Default | Description |
---|---|---|---|
string | dispatcher_name | Required parameter | Event Dispatcher name |
function | callback? | Required parameter | Optional callback to unbind |
🚀 Events
Inherited Entity Events
Inherited Actor Events
This class doesn't have own events.
✅ List of Supported Parameter Types
List of all supported parameters which can be passed between Lua ↔ Blueprint:
Lua Type | Blueprint Type | Lua → BP | BP → Lua |
---|---|---|---|
boolean | Boolean | ✅ | ✅ |
number | Byte | ✅ | ✅ |
number | Integer | ✅ | ✅ |
number | Integer64 | ✅ | ✅ |
number | Float | ✅ | ✅ |
number | Enum | ✅ | ✅ |
string | String | ✅ | ✅ |
string | Name | ✅ | ✅ |
string | Text | ✅ | ✅ |
Vector2D | Vector2D | ✅ | ✅ |
Vector | Vector | ✅ | ✅ |
Rotator | Rotator | ✅ | ✅ |
Color | Color | ✅ | ✅ |
Color | LinearColor | ✅ | ✅ |
StaticMesh | StaticMeshActor | ✅ | ✅ |
Prop | StaticMeshActor | ✅ | ✅ |
Weapon | SkeletalMeshActor | ✅ | ✅ |
Base Vehicle | WheeledVehiclePawn | ✅ | ✅ |
Grenade | StaticMeshActor | ✅ | ✅ |
Melee | StaticMeshActor | ✅ | ✅ |
Light | SpotLight , SpotLight or RectLight | ✅ | ✅ |
Decal | DecalActor | ✅ | ✅ |
TextRender | WorldText3D | ✅ | ✅ |
Sound | AmbientSound | ✅ | ✅ |
Canvas | MaterialInstanceDynamic | ✅ | ❌ |
WebUI | MaterialInstanceDynamic | ✅ | ❌ |
SceneCapture | MaterialInstanceDynamic | ✅ | ❌ |
Blueprint | Actor | ✅ | ✅ |
Widget | Widget | ✅ | ❌ |
Base Actor | Actor | ✅ | ✅ |
Player | PlayerController | ✅ | ❌ |
Image Path | Texture2D | ✅ | ❌ |
string | Class | ✅ | ❌ |
steam-avatar:// | MaterialInstanceDynamic | ✅ | ❌ |
table | Transform | ✅ | ✅ |
table | SlateBrush | ✅ | ✅ |
table | SlateFontInfo | ✅ | ✅ |
table | Any Struct | ✅ | ✅ |
It is only possible to pass Actors from Blueprint → Lua if the Actor is a Spawned Entity. It is not possible to pass newly spawned Actors in Blueprints to Lua.
Passing Maps
, Arrays
and Sets
is also supported! As long their keys/values are in the list above.
Any Struct
Custom Structs can also be passed and retrieved, just pass an object with the same properties as the Unreal Struct, examples:
FTransform
{
["Translation"] = Vector(),
["Rotation"] = Rotator(),
["Scale"] = Vector()
}
FSlateBrush
{
["DrawAs"] = 0, -- ESlateBrushDrawType
["Tiling"] = 0, -- ESlateBrushTileType
["Mirroring"] = 0, -- ESlateBrushMirrorType
["ImageSize"] = Vector2D(),
["Tint"] = Color(),
["Image"] = "package://sandbox/Client/my_image.jpg", -- Special Path, or Canvas, WebUI, SceneCapture
["Margin"] = {}, -- FMargin
["OutlineSettings"] = {} -- FSlateBrushOutlineSettings
}
FSlateFontInfo
{
["FontFamily"] = "package://my-package/Client/my_font.ttf", -- Special Path
["FontMaterial"] = "my-asset-pack::M_MyMaterial", -- Material Path
["OutlineSettings"] = {} -- FSlateBrushOutlineSettings
["Typeface"] = "", -- string
["Size"] = 24,
["LetterSpacing"] = 0,
["SkewAmount"] = 0.0,
["Monospacing"] = false,
["MonospacedWidth"] = 1.0
}
FMargin
{
["Bottom"] = 0.0,
["Left"] = 0.0,
["Right"] = 0.0,
["Top"] = 0.0
}
FVector4
{
["W"] = 0.0,
["X"] = 0.0,
["Y"] = 0.0,
["Z"] = 0.0
}