Blueprints Technical Guide

Technical guide for programmers working with Blueprints.


Blueprints are a powerful new feature introduced in Unreal Engine 4.

In short, Blueprints are a way to create new UClasses without the need for writing or compiling code. When you create a Blueprint, you can choose to extend a 'native' C++ class or another Blueprint

  1. You can then add, arrange, and customize components, implement custom logic using a visual scripting language, respond to events and interactions, define custom variables, handle input, and generally create a fully custom object type.

Each Blueprint has a Construction Script, analogous to a constructor in C++, which is run when the object is created. This script can dynamically construct the Actor instance based on any number of factors, such as a fence that automatically sizes itself to fill a gap between buildings. In this sense, a Blueprint can also be thought of as a very powerful prefab system.

Select Skin
Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback