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Blueprint

Wraps a UBlueprint asset for creating and managing Blueprints.

Import

from pyunreal.blueprint import Blueprint

Creating a Blueprint

bp = Blueprint.create('/Game/Blueprints', 'BP_Pickup', parent='Actor')

Parameters:

  • package_path (str) -- Content Browser folder
  • asset_name (str) -- Name for the new Blueprint
  • parent (str) -- Parent class name (default 'Actor')

Loading an Existing Blueprint

bp = Blueprint.load('/Game/Blueprints/BP_Pickup')

Finding Blueprints

paths = Blueprint.find('/Game/Blueprints', class_filter='Actor', name_filter='Pickup')
for path in paths:
    bp = Blueprint.load(path)

Properties

Property Type Description
name str Asset name
path str Full Content Browser path
parent_class str Parent class name
components list[Component] Component hierarchy
variables list[Variable] User-defined variables
functions list[str] Function graph names
events list[str] Event names

Methods

add_component(component_class, name=None, parent=None)

Add a component to the Blueprint.

mesh = bp.add_component('StaticMeshComponent', name='PickupMesh')
trigger = bp.add_component('SphereComponent', name='Trigger', parent='PickupMesh')

add_variable(name, var_type, default=None, category='')

Add a variable. Type can be friendly ('int', 'bool', 'float', 'str') or UE property type ('IntProperty', etc.).

bp.add_variable('PointValue', 'int', default=10, category='Gameplay')
bp.add_variable('IsActive', 'bool', default=True)

set_default(property_name, value) / get_default(property_name)

Access Class Default Object properties.

bp.set_default('MaxHealth', 100)
health = bp.get_default('MaxHealth')

compile()

Compile the Blueprint. Call after all modifications.

bp.compile()
  • Component -- read-only component data
  • Variable -- variable with read/write defaults