- class unreal.Blueprint(outer=None, name='None')¶
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.
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
thumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail rendering