Ir para o conteúdo principal
Version: bleeding-edge 🩸

🔣 Blueprint

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


💂Authority
This class can be spawned on both 🟧 Client and 🟦 Server side (if you spawn it on client, it won't be synchronized with other players).
👪Inheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable.
🧑‍💻API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

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!

🎒 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

local my_blueprint = Blueprint(location, rotation, blueprint_asset, collision_type?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
Blueprint Referenceblueprint_asset Required parameter No description provided
CollisionTypecollision_typeCollisionType.AutoNo description provided

🗿 Static Functions

Inherited Entity Static Functions
Blueprint inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
tableInheritInherits this class with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This class doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Blueprint inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
DestroyDestroys this Entity
table of stringGetAllValuesKeysGets a list of all values keys
tableGetClassGets the class of this entity
integerGetIDGets the universal network ID of this Entity (same on both client and server)
anyGetValueGets a Value stored on this Entity at the given key
booleanIsARecursively checks if this entity is inherited from a Class
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
SetValueSets a Value in this Entity
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
Blueprint inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
AddActorTagAdds an Unreal Actor Tag to this Actor
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
VectorGetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
VectorGetVelocityGets this Actor's current velocity
booleanHasAuthorityGets if this Actor was spawned by the client side
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
RotateToSmoothly rotates this actor to an angle over a certain time
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
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight 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
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
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)
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
Inherited Paintable Functions
Blueprint inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
ResetMaterialResets the material from the specified index to the original one
SetMaterialSets the material at the specified index of this Actor
SetMaterialColorParameterSets a Color parameter in this Actor's material
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
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
functionBindBlueprintEventDispatcherAssigns and Binds a Blueprint Event Dispatcher
varargs of anyCallBlueprintEventCalls a Blueprint Event or Function
anyGetBlueprintPropertyValueGets a Blueprint Property/Variable value
SetBlueprintPropertyValueSets a Blueprint Property/Variable value directly
UnbindBlueprintEventDispatcherUnbinds 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)
TypeParameterDefaultDescription
stringdispatcher_name Required parameter Event Dispatcher name
functioncallback 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...?)
TypeParameterDefaultDescription
stringevent_name Required parameter Event or Function name
anyarguments...?nilSequence 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)
TypeParameterDefaultDescription
stringproperty_name Required parameter No description provided

See also SetBlueprintPropertyValue.


SetBlueprintPropertyValue

Sets a Blueprint Property/Variable value directly

my_blueprint:SetBlueprintPropertyValue(property_name, value)
TypeParameterDefaultDescription
stringproperty_name Required parameter No description provided
anyvalue Required parameter No description provided

See also GetBlueprintPropertyValue.


UnbindBlueprintEventDispatcher

Unbinds a Blueprint Event Dispatcher

my_blueprint:UnbindBlueprintEventDispatcher(dispatcher_name, callback?)
TypeParameterDefaultDescription
stringdispatcher_name Required parameter Event Dispatcher name
functioncallback? Required parameter Optional callback to unbind

🚀 Events

Inherited Entity Events
Blueprint inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
Blueprint inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
DimensionChangeTriggered when an Actor changes it's dimension
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 TypeBlueprint TypeLua → BPBP → Lua
booleanBoolean
numberByte
numberInteger
numberInteger64
numberFloat
numberEnum
stringString
stringName
stringText
Vector2DVector2D
VectorVector
RotatorRotator
ColorColor
ColorLinearColor
StaticMeshStaticMeshActor
PropStaticMeshActor
WeaponSkeletalMeshActor
VehicleWheeledVehiclePawn
GrenadeStaticMeshActor
MeleeStaticMeshActor
LightLight
DecalDecalActor
TextRenderWorldText3D
SoundAmbientSound
CanvasMaterialInstanceDynamic
WebUIMaterialInstanceDynamic
SceneCaptureMaterialInstanceDynamic
BlueprintActor
WidgetWidget
BaseActorActor
PlayerPlayerController
SpecialPathTexture2D
stringClass
tableTransform
tableSlateBrush
tableSlateFontInfo
tableAny Struct
Note

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.

tip

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
}

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
}