unreal.Blueprint¶
- class unreal.Blueprint(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintCoreBlueprints 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.
C++ Source:
Module: Engine
File: Blueprint.h
Editor Properties: (see get_editor_property/set_editor_property)
blueprint_category(str): [Read-Write] The category of the Blueprint, used to organize this Blueprint class when displayed in palette windowsblueprint_description(str): [Read-Write] Shows up in the content browser tooltip when the blueprint is hoveredblueprint_display_name(str): [Read-Write] Overrides the BP’s display name in the editor UIblueprint_namespace(str): [Read-Write] The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu)compile_mode(BlueprintCompileMode): [Read-Write] The mode that will be used when compiling this class.deprecate(bool): [Read-Write] Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flaggenerate_abstract_class(bool): [Read-Write] Whether or not this blueprint’s class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.generate_const_class(bool): [Read-Write] Whether or not this blueprint’s class is a const class or not. Should set CLASS_Const in the KismetCompiler.hide_categories(Array[str]): [Read-Write] Additional HideCategories. These are added to HideCategories from parent.run_construction_script_in_sequencer(bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor in sequencerrun_construction_script_on_drag(bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is completeshould_cook_property_guids_value(ShouldCookBlueprintPropertyGuids): [Read-Write] Whether to include the property GUIDs for the generated class in a cooked build. note: This option may slightly increase memory usage in a cooked build, but can avoid needing to add CoreRedirect data for Blueprint classes stored within SaveGame archives.status(BlueprintStatus): [Read-Write] The current status of this blueprintthumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail rendering
- add_event_dispatcher(name) bool¶
Creates a new event dispatcher on the Blueprint with the given name. Returns false if the name is already in use or the Blueprint is invalid.
- add_event_dispatcher_parameter(dispatcher_name, param_name, param_type) bool¶
Adds a parameter to an event dispatcher’s signature. Returns false if the dispatcher does not exist or the parameter name is already in use.
- Parameters:
dispatcher_name (Name)
param_name (Name)
param_type (EdGraphPinType)
- Return type:
- change_member_variable_type(variable_name, new_type) None¶
Changes the specified member variable’s type - inherited variables must have their type changed at the point of declaration
- Parameters:
variable_name (Name)
new_type (EdGraphPinType)
- generated_class()¶
Gets the class generated when this blueprint is compiled
- get_blueprint_parent_class()¶
Returns the parent class of the given Blueprint.
- get_blueprint_variable_category(variable_name) Text¶
Gets the user-defined category of a Blueprint member variable. Categories are used to group variables in the My Blueprint panel.
- get_blueprint_variable_replication(variable_name) BlueprintVariableReplication¶
Gets the replication mode of a Blueprint variable.
- Parameters:
variable_name (Name) – The variable name
- Returns:
The replication mode: None, Replicated, or RepNotify
- Return type:
- get_member_variable_type(member_variable_name) EdGraphPinType | None¶
Returns the type of a member variable, unset if no variable is found. Inherited variables can be requested using a fully qualified name to avoid ambiguities.
- Parameters:
member_variable_name (str)
- Return type:
Optional[EdGraphPinType]
- list_event_dispatchers() Array[Name]¶
Returns the names of all event dispatchers defined on the Blueprint.
- list_member_variable_names(include_inherited_members=True) Array[str]¶
Lists the names of the member variables in the BP. Inherited members will be prefixed with the full path of their declaring class.
- remove_event_dispatcher(name) bool¶
Removes the event dispatcher with the given name from the Blueprint. Returns false if no dispatcher with that name exists or the Blueprint is invalid.
- remove_event_dispatcher_parameter(dispatcher_name, param_name) bool¶
Removes a parameter from an event dispatcher’s signature. Returns false if the dispatcher or parameter does not exist.
- set_blueprint_variable_category(variable_name, new_category) None¶
Sets the user-defined category on a Blueprint member variable. Categories are used to group variables in the My Blueprint panel. Note: Will not change the category for variables defined via native classes.
- set_blueprint_variable_expose_on_spawn(variable_name, expose_on_spawn) None¶
Sets “Expose On Spawn” to true/false on a Blueprint variable
- set_blueprint_variable_expose_to_cinematics(variable_name, expose_to_cinematics) None¶
Sets “Expose To Cinematics” to true/false on a Blueprint variable
- set_blueprint_variable_instance_editable(variable_name, instance_editable) None¶
Sets “Instance Editable” to true/false on a Blueprint variable
- set_blueprint_variable_replication(variable_name, replication) None¶
Sets the replication mode on a Blueprint variable. RepNotify will auto-create an OnRep_ function if one does not already exist.
- Parameters:
variable_name (Name) – The variable name
replication (BlueprintVariableReplication) – The replication mode: None, Replicated, or RepNotify
- property status: BlueprintStatus¶
[Read-Only] The current status of this blueprint
- Type: