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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_asset Required parameter No description provided
collision_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
of Base EntityReturns a table containing all Entities of the class this is called on
Base EntityReturns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
Subscribes to a custom event called from server
Unsubscribes 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
Calls a custom remote event directly on this entity to all Players
Calls a custom remote event directly on this entity to a specific Player
Calls a custom remote event directly on this entity
Destroys this Entity
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
Subscribes to a custom event called from server on this specific entity
Unsubscribes 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
Adds an Unreal Actor Tag to this Actor
Applies a force in world world to this Actor
Attaches this Actor to any other Actor, optionally at a specific bone
Detaches this Actor from AttachedTo Actor
of Gets all Unreal Actor Tags on this Actor
of Base ActorGets all Actors attached to this Actor
Base Actor or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
Returns true if this Actor is visible
Removes an Unreal Actor Tag from this Actor
Smoothly rotates this actor to an angle over a certain time
Sets this Actor's collision type
Sets this Actor's Dimension
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
Sets whether gravity is enabled on this Actor
Sets whether the highlight is enabled on this Actor, and which highlight index to use
Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
Sets this Actor's location in the game world
Sets the Player to have network authority over this Actor
Sets if this Actor will auto distribute the network authority between players
Sets whether the outline is enabled on this Actor, and which outline index to use
Sets this Actor's relative location in local space (only if this actor is attached)
Sets this Actor's relative rotation in local space (only if this actor is attached)
Sets this Actor's rotation in the game world
Sets this Actor's scale
Sets whether the actor is visible or not
Smoothly moves this actor to a location over a certain time
Gets 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
Resets the material from the specified index to the original one
Sets the material at the specified index of this Actor
Sets a Color parameter in this Actor's material
Sets the material at the specified index of this Actor to a Canvas object
Sets the material at the specified index of this Actor to a SceneCapture object
Sets the material at the specified index of this Actor to a WebUI object
Sets a Scalar parameter in this Actor's material
Sets a texture parameter in this Actor's material to an image on disk
Sets a Vector parameter in this Actor's material
Overrides this Actor's Physical Material with a new one
ReturnsNameDescription
Assigns and Binds a Blueprint Event Dispatcher
of Calls a Blueprint Event or Function
Gets a Blueprint Property/Variable value
Sets a Blueprint Property/Variable value directly
Unbinds a Blueprint Event Dispatcher

BindBlueprintEventDispatcher

Assigns and Binds a Blueprint Event Dispatcher

— Returns (the callback itself).

local ret = my_blueprint:BindBlueprintEventDispatcher(dispatcher_name, callback)
TypeParameterDefaultDescription
dispatcher_name Required parameter Event Dispatcher name
callback Required parameter Callback function to call

CallBlueprintEvent

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

— Returns of (the function return values).

local ret_01, ret_02, ... = my_blueprint:CallBlueprintEvent(event_name, arguments...?)
TypeParameterDefaultDescription
event_name Required parameter Event or Function name
arguments...?nilSequence of arguments to pass to the event

GetBlueprintPropertyValue

Gets a Blueprint Property/Variable value

— Returns (the value).

local ret = my_blueprint:GetBlueprintPropertyValue(property_name)
TypeParameterDefaultDescription
property_name Required parameter No description provided

See also SetBlueprintPropertyValue.


SetBlueprintPropertyValue

Sets a Blueprint Property/Variable value directly

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

See also GetBlueprintPropertyValue.


UnbindBlueprintEventDispatcher

Unbinds a Blueprint Event Dispatcher

my_blueprint:UnbindBlueprintEventDispatcher(dispatcher_name, callback?)
TypeParameterDefaultDescription
dispatcher_name Required parameter Event Dispatcher name
callback? 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
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
Triggered 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
Triggered 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
}