unreal.Blueprint

class unreal.Blueprint(outer: Object | None = None, name: Name | str = 'None')

Bases: 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 tooltip when the blueprint is hovered

  • blueprint_display_name (str): [Read-Write] Overrides the BP’s display name in the editor UI

  • blueprint_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 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

  • should_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.

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering

generated_class()

Gets the class generated when this blueprint is compiled

Returns:

UClass* The generated class

Return type:

type(Class)

set_blueprint_variable_expose_on_spawn(variable_name, expose_on_spawn) None

Sets “Expose On Spawn” to true/false on a Blueprint variable

Parameters:
  • variable_name (Name) – The variable name

  • expose_on_spawn (bool) – Set to true to expose on spawn

set_blueprint_variable_expose_to_cinematics(variable_name, expose_to_cinematics) None

Sets “Expose To Cinematics” to true/false on a Blueprint variable

Parameters:
  • variable_name (Name) – The variable name

  • expose_to_cinematics (bool) – Set to true to expose to cinematics

set_blueprint_variable_instance_editable(variable_name, instance_editable) None

Sets “Instance Editable” to true/false on a Blueprint variable

Parameters:
  • variable_name (Name) – The variable name

  • instance_editable (bool) – Toggle InstanceEditable