Blueprint Basics

Gameplay Systems

Create and modify Blueprints: visual scripting, class hierarchy, event graphs, functions, variables, and component architecture.

Version: 5.0.0 – 5.7.3 | Invoke: /skill blueprint-basics

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What This Skill Does

Blueprint Basics helps you create and modify Unreal Engine Blueprints: the visual scripting system that powers gameplay logic without writing code. Whether you are building an interactive door, a pickup item, a game state manager, or a reusable health component, this skill guides you through choosing the right parent class, adding and configuring components, wiring event graph logic with branching and loops, defining variables and functions, and establishing communication between Blueprints using interfaces, event dispatchers, and casting.

Covers

  • Blueprint class creation: Actor, Character, GameMode, Widget, Component, and Function Library
  • Event Graph: event nodes, execution flow, branching, looping, and delays
  • Variables: types, instance editability, replication flags, and categories
  • Functions and macros: creation, inputs/outputs, pure vs. impure
  • Component architecture: adding, configuring, and referencing components
  • Blueprint communication: direct reference, interface, event dispatcher, and casting
  • Construction Script for editor-time setup
  • Common gameplay patterns: trigger volumes, timers, spawning, and input handling

Does Not Cover

How to Use

Invoke this skill in Claude Code:

/skill blueprint-basics

This skill is also auto-detected when your prompt mentions Blueprint, visual scripting, event graph, nodes, variables, functions, or BP creation. AgentUX will automatically activate Blueprint Basics when it recognizes relevant context in your request.

Key Unreal Engine Concepts

Concept Description
Event BeginPlayFires once when an actor starts playing: used for initialization, finding references, and starting timers.
Event TickFires every frame: used for continuous checks and smooth movement, but should be guarded with conditions for performance.
Blueprint InterfaceDefines a set of functions that any Blueprint class can implement, enabling loose coupling and polymorphic communication.
Event DispatcherBroadcasts events from one actor to any number of bound listeners, enabling one-to-many communication without direct references.
ActorComponentA reusable logic component that can be attached to any actor: ideal for systems like health, inventory, or interaction.
Construction ScriptRuns at editor time when an actor is placed or modified, allowing dynamic setup of components and visual configuration.

Related Skills

What You'll Learn

  • How to choose the right parent class for your Blueprint based on its purpose
  • How to build event graph logic with branching, loops, delays, and timers
  • How to define and expose variables for tuning gameplay parameters per-instance
  • How to create reusable functions and components for clean, maintainable logic
  • How to communicate between Blueprints using interfaces and event dispatchers
  • Best practices for organizing Blueprint graphs and avoiding spaghetti wiring