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How to Use Blueprints in Unreal Engine ?

Learn the fundamentals of Unreal Engine's Blueprint visual scripting system. This guide will walk you through creating your first Blueprint, adding components, and scripting basic game logic without writing a single line of code.

Right-click in Content Browser Create Blueprint Class

How to Create and Use a Blueprint

1

Create a New Blueprint Class

In the Content Browser, right-click and select Blueprint Class from the context menu. For this example, choose Actor as the parent class. An Actor is any object that can be placed in a level. Give your new Blueprint a name, like `BP_MyActor`.

2

Open the Blueprint Editor

Double-click your newly created Blueprint asset in the Content Browser. This will open the Blueprint Editor, which contains several key panels: the Viewport for visual arrangement, the Components panel to add elements, and the Event Graph for scripting logic.

3

Add Components

In the Components panel (top-left), click the + Add button. Select a component to add, such as a Static Mesh. In the Details panel on the right, you can assign a specific mesh (e.g., a cube or sphere) to make your Actor visible in the game world.

4

Script Logic in the Event Graph

Switch to the Event Graph tab. Right-click anywhere on the graph to open the node search menu. Find and add an Event Tick node. Drag from its execution pin (the white arrow) and create a new node like Add Actor Local Rotation to make the Actor spin continuously.

5

Compile and Save

After adding your nodes and connecting them, click the Compile button in the top toolbar. This checks your script for errors. If it's successful (a green checkmark appears), click Save to save your changes.

6

Place the Blueprint in Your Level

Go back to the main editor window. Drag your Blueprint asset from the Content Browser directly into the level viewport. Press the Play button in the main toolbar to see your scripted logic in action.

💡 Pro Tips

Tips for Effective Blueprint Scripting

💬

Comment Your Code

Select a group of nodes and press C to create a comment box. This is crucial for organizing your graphs and remembering what complex sections do.

🐛

Debug with Print String

Use the Print String node to display text or variable values on the screen during gameplay. It's an invaluable tool for debugging your logic.

➡️

Use Functions and Macros

For repeated operations, create a Function or Macro in the 'My Blueprint' panel. This keeps your main Event Graph clean and makes your code reusable.

Promote to Variable

Right-click on any input or output pin of a node and select Promote to Variable to quickly create and connect a new variable, saving time.

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