Skip to main content

Blueprint

A Blueprint Class allows spawning any Unreal Blueprint Actor in HELIX.


πŸ’‚Authority
This class can be spawned on both 🟧 Client and 🟦 Server side (if you spawn it on client, it won't be synchronized with other players).
πŸ‘ͺInheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable.

tip

If your Actor Blueprint was spawned on the Server, it will be automatically synchronized with other players using the HELIX Network Authority system! It follows the same rules as all other entities!

Examples​

Calling Blueprint Events from lua​

Client/Index.lua
-- Spawns the Blueprint
local blueprint = Blueprint(Vector(), Rotator(), "my-asset-pack::BP_MyBlueprint")

local param1 = 123
local param2 = "hello there!"

-- Calls the event, passing any parameters
blueprint:CallBlueprintEvent("MyBlueprintCustomEvent", param1, param2)

Binding Blueprint Event Dispatchers​

Client/Index.lua
-- Spawns the Blueprint
local blueprint = Blueprint(Vector(), Rotator(), "my-asset-pack::BP_MyBlueprint")

-- Subscribes to a Blueprint Event Dispatcher
blueprint:BindBlueprintEventDispatcher("MyBlueprintDispatcher", function(self, arg1, arg2)
Console.Log("Called from Blueprint!", arg1, arg2)
end)

Constructors​

Default Constructor​

local my_blueprint = Blueprint(location?, rotation?, blueprint_asset?)
TypeNameDefaultDescription
VectorlocationVector(0, 0, 0)
RotatorrotationRotator(0, 0, 0)
Blueprint Referenceblueprint_asset

Static Functions​

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
tableInheritInherits this class with the Inheriting System
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This entity doesn't have own static functions.

Functions​

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
integerGetIDGets the universal network ID of this Entity (same on both client and server)
tableGetClassGets the class of this entity
booleanIsARecursively checks if this entity is inherited from a Class
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
SetValueSets a Value in this Entity
anyGetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetVisibilitySets whether the actor is visible or not
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetRotationSets this Actor's rotation in the game world
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetScaleSets this Actor's scale
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsVisibleReturns true if this Actor is visible
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
VectorGetLocationGets this Actor's location in the game world
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
RotatorGetRotationGets this Actor's angle in the game world
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
VectorGetForceGets this Actor's force (set by SetForce())
integerGetDimensionGets this Actor's dimension
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanHasAuthorityGets if this Actor was spawned by the client side
VectorGetScaleGets this Actor's scale
VectorGetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
floatGetScreenPercentageGets the percentage of this Actor size in the screen
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
SetMaterialSets the material at the specified index of this Actor
SetMaterialFromCanvasSets the material at the specified index of this Actor to a Canvas object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture object
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
ResetMaterialResets the material from the specified index to the original one
SetMaterialColorParameterSets a Color parameter in this Actor's material
SetMaterialScalarParameterSets a Scalar parameter in this Actor's material
SetMaterialTextureParameterSets a texture parameter in this Actor's material to an image on disk
SetMaterialVectorParameterSets a Vector parameter in this Actor's material
SetPhysicalMaterialOverrides this Actor's Physical Material with a new one
ReturnsNameDescription
anyCallBlueprintEventCalls a Blueprint Event or Function
functionBindBlueprintEventDispatcherAssigns and Binds a Blueprint Event Dispatcher
UnbindBlueprintEventDispatcherUnbinds a Blueprint Event Dispatcher
SetBlueprintPropertyValueSets a Blueprint Property/Variable value directly
anyGetBlueprintPropertyValueGets a Blueprint Property/Variable value

CallBlueprintEvent​

Calls a Blueprint Event or Function
Returns all Function return values on Client Side

β€” Returns any (the function return values).

local ret = my_blueprint:CallBlueprintEvent(event_name, arguments...?)
TypeParameterDefaultDescription
stringevent_nameEvent or Function name
anyarguments...?nilSequence of arguments to pass to the event

BindBlueprintEventDispatcher​

Assigns and Binds a Blueprint Event Dispatcher

β€” Returns function (the callback itself).

local ret = my_blueprint:BindBlueprintEventDispatcher(dispatcher_name, callback)
TypeParameterDefaultDescription
stringdispatcher_nameEvent Dispatcher name
functioncallbackCallback function to call (the first argument is the blueprint itself)

UnbindBlueprintEventDispatcher​

Unbinds a Blueprint Event Dispatcher

my_blueprint:UnbindBlueprintEventDispatcher(dispatcher_name, callback?)
TypeParameterDefaultDescription
stringdispatcher_nameEvent Dispatcher name
functioncallback?Optional callback to unbind

SetBlueprintPropertyValue​

Sets a Blueprint Property/Variable value directly

my_blueprint:SetBlueprintPropertyValue(property_name, value)
TypeParameterDefaultDescription
stringproperty_name
anyvalue

GetBlueprintPropertyValue​

Gets a Blueprint Property/Variable value

β€” Returns any (the value).

local ret = my_blueprint:GetBlueprintPropertyValue(property_name)
TypeParameterDefaultDescription
stringproperty_name

Events​

Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
This entity doesn't have own events.

βœ…Β List of Supported Parameter Types​

List of all supported parameters which can be passed between Lua ↔ Blueprint:

Lua TypeBlueprint TypeLua β†’ BPBP β†’ Lua
booleanBooleanβœ…βœ…
numberByteβœ…βœ…
numberIntegerβœ…βœ…
numberInteger64βœ…βœ…
numberFloatβœ…βœ…
numberEnumβœ…βœ…
stringStringβœ…βœ…
stringNameβœ…βœ…
stringTextβœ…βœ…
Vector2DVector2Dβœ…βœ…
VectorVectorβœ…βœ…
RotatorRotatorβœ…βœ…
ColorColorβœ…βœ…
ColorLinearColorβœ…βœ…
StaticMeshStaticMeshActorβœ…βœ…
PropStaticMeshActorβœ…βœ…
WeaponSkeletalMeshActorβœ…βœ…
VehicleWheeledVehiclePawnβœ…βœ…
GrenadeStaticMeshActorβœ…βœ…
MeleeStaticMeshActorβœ…βœ…
LightLightβœ…βœ…
DecalDecalActorβœ…βœ…
TextRenderWorldText3Dβœ…βœ…
SoundAmbientSoundβœ…βœ…
CanvasMaterialInstanceDynamicβœ…βŒ
WebUIMaterialInstanceDynamicβœ…βŒ
SceneCaptureMaterialInstanceDynamicβœ…βŒ
BlueprintActorβœ…βœ…
WidgetWidgetβœ…βŒ
BaseActorActorβœ…βœ…
PlayerPlayerControllerβœ…βŒ
SpecialPathTexture2Dβœ…βŒ
tableAny Structβœ…βœ…
Note

It is only possible to pass Actors from Blueprint β†’ Lua if the Actor is a Spawned Entity. It is not possible to pass newly spawned Actors in Blueprints to Lua.

tip

Passing Maps, Arrays and Sets is also supported! As long their keys/values are in the list above.

Any Struct​

Custom Structs can also be passed and retrieved, just pass an object with the same properties as the Unreal Struct, examples:

FTransform​

{
["Translation"] = Vector(),
["Rotation"] = Rotator(),
["Scale"] = Vector()
}

FMargin​

{
["Bottom"] = 0.0,
["Left"] = 0.0,
["Right"] = 0.0,
["Top"] = 0.0
}

FVector4​

{
["W"] = 0.0,
["X"] = 0.0,
["Y"] = 0.0,
["Z"] = 0.0
}