unreal.Blueprint

class unreal.Blueprint(outer=None, name='None')

Bases: unreal.BlueprintCore

Blueprints 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 windows
  • blueprint_description (str): [Read-Write] Shows up in the content browser when the blueprint is hovered, exported as Hidden in GetAssetRegistryTags
  • blueprint_display_name (str): [Read-Write] Overrides the BP’s display name in the editor UI
  • 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 flag
  • generate_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 sequencer
  • run_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 complete
  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering