Blueprints: Drag and Drop to Create New Pins
Drag and drop a pin connection onto Function and Macro Entry/Result nodes, Collapsed Graph nodes (and their entry/result nodes in their graphs), and Custom Event nodes to create a pin connection.
To use this feature, just drag a pin connection over the node:
Get Nodes can Check for Validity
New: "The execution path doesn't end with a return node." blueprint compiler note.
New: "The path is never executed." blueprint compiler note added.
New: "The path is never executed." blueprint compiler note.
New: Actor SetOwner now callable from blueprints
New: Added a "target context" menu to the Blueprint graph menu, to give users more control over the menu's context. Users can now search functions belonging to the Blueprint, when dragging from an object pin.
New: Added a menu option when right clicking on Blueprint nodes to view node's documentation.
New: Added an option to the Blueprint Editor settings to control the visibility of components added in the Construction Script in the components tree view in the Details panel.
New: Added an optional "Owner" parameter to the Blueprint Spawn Actor From Class node.
New: Added Blueprint Editor Setting for enabling/disabling of the default nodes being placing in new Blueprints. They are enabled by default.
New: Added Blueprint node for testing enum inequality (!=)
New: Added Get Light Color blueprint accessor for Blueprints that returns a Linear Color.
New: Added GetDisplayName as an acceptable autocast from object to string
New: Added GetObjectName to return the exact object name of a UObject
New: Added new increment, decrement and negate macros
New: Added support for direction flipping for reroute nodes that travel backwards, avoiding the 'topknot' effect
New: Blueprint Call Function nodes will now display localized function names.
New: Blueprint search makes better use of multiple processors, doubling search speed for some machines
New: Can drag and drop multiple components variables into a Blueprint to have them all be placed as nodes.
New: Can undo changes to drag and dropping variables to change category.
New: Change to implement the ability to pin reroute node comments that offers an alternative for users to the current display on hover functionality.
New: Exposed subtraction of two DateTimes to Blueprint
New: Fixed Event Dispatcher, that wasn't called properly
New: Input: Gesture Keys are now blueprint bindable
New: Improved searching for pin type classes to find classes, structs, enums, and objects when searching with a sanitized versus the unsanitized version of the name.
New: In "Region and Language" you can toggle localization of node and pins in all graph editors.
New: Infinite loop messages while running PIE will now be posted to the message log instead of a modal dialog.
New: Added inverse lerp function for blueprints
New: Can now append multiple strings using a single 'Append' node by right clicking on the node and selecting 'Add Pin'
New: Added Grid Snap node to blueprints
New: Interpolation functions are now available for 2D vectors, previously these were only available for 3D vectors
New: When a select node is created from the context menu we now connect the dragged pin to the index pin of the select node
New: Join String Array function added.
New: Light Component classes can now be subclassed via Blueprints
New: Math expression nodes support local variables.
New: New functions for timer: they takes a delegate of an event instead of the event's name.
New: Object and class pins will now filter listed items based on parameter metadata.
New: Player Start can now be subclassed via blueprints
New: Replacing actors in the level viewport will automatically replace all references in the level Blueprint.
New: Streaming Level LOD now exposed to blueprints
New: Streaming levels now expose an Is Streaming State Pending function to blueprints. This can be used to check if a sub-level is fully streamed-in or out.
New: Subclasses of Actor Component defined via Blueprints can now call Destroy Component on themselves.
New: The Render To Texture Blueprint camera orientation was flipped to match the way normal maps are rendered in world space. This removes the need for any channel flipping in captured textures.
New: The Render To Texture Blueprint can now render motion vectors for Flipbooks. Motion vectors are used to morph frames so that fewer frames are needed to get a smooth result. There is a companion material function called Flipbook_MotionVectors; it can also be used with motion vectors generated in separate programs. Coming soon to imposters.
New: The Render to Texture Blueprint has two new modes:
"Random Tiling Physics Drop" which simulates a given number of meshes from a list colliding into a plane and then converts the result into a tiling texture automatically. Useful for making riverbeds or tiling pebbles. Collision can be disabled to generate simple random mesh distribution such as grass or flowers. By pressing 'K' to keep simulation a layered result can be created.
"Tiling Hand Placed Meshes" is a mode that auto wraps each placed mesh across the canvas to create a tiling texture. This mode is most useful for making tiling rock textures from high resolution source rocks.
New: Added the ability for advanced users to set blueprint variable default values from the config files which can then be customised between different projects and configuration setups.
New: This change modifies the behavior of drag dropping variables into a graph to consider if Ctrl/Alt modifier keys are active at any point during placement rather than only before placement begins to place a get/set node.
New: Exposed the default comment node title color to node comment bubbles so users can set their own color preferences.
The setting is located in editor preferences under the graph editors section and is named Default Comment Node Title Color
This setting also controls the default comment node colors
When you change this setting you will be required to close and re-open any graph editor before changes are observable.
New: Camera Component is now Blueprintable, allowing self-contained 'smart' cameras to be created more easily
New: The text and string pins now are now multiline capable. Using Shift+Enter will create a new line.
New: Undo/Redo actions that do not affect a Blueprint will no longer cause it to become unsaved when open
New: Use compact representation for Increment, Decrement and Negate macros
New: When converting a Blueprint cast node from impure to pure, surrounding execution wires will now be automatically fixed to maintain execution flow.
New: "Spawn Actor From Class" node will no longer disconnect remaining pins when changing the class.
New: A native structure containing a static array can be a parameter of a function in blueprint.
Absolute (int) and Sign (int) functions updated to normal naming conventions in the Kismet Math Library.
Actor properties no longer appear in the details view when editing native C++ component defaults in the Blueprint editor.
Added a number of small fixes to deferred dependency loading (the system, introduced in 4.7, that fixed Blueprint cyclic dependency load issues).
Added better guards to prevent the Blueprint Editor's node menus from crashing on invalid entries.
Added support for interface pins connecting object pins. Conversion nodes are now auto-injected upon connection, and cast nodes will accept either type.
Added support to catch Blueprint variables that conflict with new parent variables. We auto-rename the child's variable to avoid a name collision.
Adding or renaming function pins in Blueprints, will correctly refresh all active uses of the function.
All input pins in "Set member in .." node are hidden by default.
Automatically generated array for macro input is empty. Previously it had one default element.
Blueprint nodes are not executed after the return node is reached. The "Print String" node on the picture won't be executed.
Blueprints are marked dirty when they are re-parented.
Blueprints can no longer attempt to enable/disable Cull Distance Volumes or modify their Cull Distances dynamically.
Can hide the "Tick" category in Actor classes from displaying in Blueprint details.
Can no longer duplicate Timeline variables in the My Blueprint window.
Changed Blueprint "unneeded cast" errors into warnings.
Changed Blueprint palette tooltips to more closely reflect the corresponding node's tooltip.
Changelist number in Blueprint diff tool will no longer display with commas.
Changes made to GameMode via the Blueprints dropdown on the level editor toolbar will now mark the GameMode/Level as dirty
Changing a custom event's replication will immediately update the node's title.
Changing pin values can now be undone.
Changing the value of a component property on an instance of a Blueprint Class asset will now clear any event bindings to delegates on the component instance referenced by the previous value. This fixes an issue in which all previous bindings would persist each time the value was changed.
Comment bubble colors now obey property set on the comment node.
Conversion from mouse/screen position to world and back to screen position now works correctly when Resolution Quality reduced.
Converting a cast node to/from pure will add an undo/redo transaction.
Cooked projects with a Blueprint Game Instance assigned will no longer crash.
Copy and pasting custom events that have pins with spaces in their name will no longer create individual pins for each word.
Copy pasting collapsed graph nodes with spaces in their name will no longer lose pin connection data.
Crash fix that would occur when deleting an in-level Blueprint and it's parent with attempting to retrieve some Asset Registry tags.
Crash fixed, when Text was passed from None object into native function.
Creating a Blueprint based off another will no longer cause a transaction for an "Add Node".
Current Max Draw Distance can now only be read in blueprints, not written to.
Decals and Emitters spawned from Blueprints will no longer be inadvertently garbage collected.
Default placed events in Blueprints correctly have their comment bubbles showing.
Default values from User Defined Struct properly override values in a Blueprint
Divide-by-zero warnings (and others) at runtime in a Blueprint function will now include a script callstack when '-scriptstackwarnings' is enabled on the command line.
Do Once Multi Input now works in languages other than English
Dragging local variables over other actions in the My Blueprint window gives an error stating that it is invalid to do.
Editor should not stall when pasting large amounts of text into the Blueprint node context menu filter.
Expanding a function node with function nodes inside that are scoped to the current Blueprint will no longer be missing the call function nodes.
Exposed Get Actor Eyes Viewpoint to blueprints (Pawn class).
Exposed a 'const' attribute on user-defined functions as an advanced option in order to allow other Blueprint functions to be called from 'const' BlueprintImplementableEvent overrides.
Note that 'const' and 'pure' as function attributes have different meanings in the Blueprint edtior. 'Pure' controls whether or not the execution pins will appear on the function call node; true functional purity is not currently enforced.
Alternatively, exposing the advanced section and checking 'const' will enable some compile-time checks that will enforce a read-only 'self' context within the function graph. This allows the function to be called from other 'const' functions.
Fix a bug where split array node pins could be recombine on Blueprint load (disconnecting certain wire connections).
Fix crash during blueprint recompile when a scene component has been removed.
Fix crash when adding local variables to overridden functions.
Fix for "Graph Linked to External Object" error in Data Only Blueprint.
Fix for new Blueprints not immediately appearing in the Class Viewer (or Class Picker instances).
Fix graph linked to external object errors when saving a map that contains an actor with a blueprint created component that has its own default subobjects.
Fix issues after undo/redo caused by registering a component that is about to be destroyed by rerun construction scripts.
Fix issues in Blueprint preview window resultant from using game behaviors
Fix undo/redo issues where destroyed blueprint created components could remain attached to an actor
Fixed "Graph Linked to External Objects" error caused by copy/pasting components
Fixed a Blueprint Merge Tool crash when attempting to view component differences.
Fixed a bug in Physics Collision Handler Blueprints that would cause a crash when using the right-click context menu.
Fixed a bug in the Blueprint component hierarchy that would crash when reparenting the Blueprint and reordering components.
Fixed a bug in the Blueprint context menu that would not show array-node options when dragging from non-array pins.
Fixed a bug on Mac, where you couldn't delete a component selected in the Blueprint Editor's viewport.
Fixed a bug that could cause a Blueprint to not revert its default values when nodes overwriting them are removed from the construction script.
Fixed a bug that could cause a crash when deleting a Blueprint function-event from a super-class.
Fixed a bug that could cause a crash when loading a level with a Blueprint that implements an event that has since been removed.
Fixed a bug that could cause a crash when opening the context menu in a Blueprint that was created from the Content Browser via the "Create Blueprint Using This..." option.
Fixed a bug that could cause a crash while opening the Blueprint context menu after changes have been made to a Blueprint with open children.
Fixed a bug that could cause a seemingly random crash sometime after opening the Blueprint Editor (after an aborted asset deletion took place).
Fixed a bug that could cause Actor bound event-dispatcher nodes to break on load (no longer firing when the associated Actor triggered the event).
Fixed a bug that could cause Blueprint EventDispatcher nodes to have the wrong signature.
Fixed a bug that could result in a crash when deleting a Blueprint interface, before removing it from other Blueprints.
Fixed a bug that would let you modify a Blueprint's defaults while playing in the Editor.
Fixed a bug that would mark new function call nodes with an error until that Blueprint was fully recompiled.
Fixed a bug where renaming a timeline node would not update timeline variable nodes.
Fixed a bug where the Blueprint context menu wouldn't show AddComponent options associated with assets you have selected in the Content Browser.
Fixed a bug with Multi Gate nodes, where executing multiple from different functions would stomp memory and likely cause a crash.
Fixed a bug with the Blueprint editor's details tab, where a crash could happen if you closed and reopened it.
Fixed a bug with the Get Data Table Row node, where its output type could revert on load resulting to disconnected pins.
Fixed a crash caused by improper handling of Restrict To Class metadata keyword
Fixed a crash hitting F7 to compile a Blueprint while focused on a default value entry node in the Blueprint editor
Fixed a crash when closing a Blueprint Editor while a variable is selected.
Fixed a crash when creating a blueprint that is based on a C++ class if no destination folder was selected during creation.
Fixed a crash when undoing pasting a Custom Event node.
Fixed a crash with creating Macro Blueprint Libraries or Function Blueprint Libraries and attempting to spawn default events.
Fixed a cyclic dependency bug where changes made to a Blueprint's defaults wouldn't save until you compiled the Blueprint first.
Fixed a regression in the Blueprint class defaults editor in which changing the material on a mesh component would not be applied to instances of the Blueprint class.
Fixed 'Add call to parent function' for event overrides
Fixed an issue where it was possible to end up with an orphaned Animation Blueprint in a PIE session, which could result in more than one available instance in the Debug Filter menu while debugging the event graph.
Fixed an issue with dependent parent/child Blueprints, where the child's property values could be reset on load.
Fixed Blueprint compile issues after undo/redo of any action involving a Format Text node.
Fixed Blueprint compiler error after deleting a Format Text node.
Fixed blueprint error "Directions are not Compatible"
Fixed broken Actor attachments during post-compile reinstancing when the parent and child Actor are of the same Blueprint Class type.
Fixed crash caused by graph's names collision.
Fixed crash caused by hanging event graph in Data Only blueprint.
Fixed crash caused by trashed class referenced by context menu database.
Fixed crash caused by DateTime variable while blueprint compilation
Fixed crash that occurred when shutting down the Blueprint Diff or Blueprint Merge tool when they were launched via the command line
Fixed crash when a node expands pins for a structure that was deleted.
Fixed crash when a parent class of an actor in a level is recompiled.
Fixed crash when an event on a component, that is called from an actor's constructor, is deleted.
Fixed crash when applying changes to blueprint if an Actor needed to be reinstanced.
Fixed crash when blueprint is compiled shortly after its child was reparented.
Fixed crash when blueprint uses an interface function , that takes as parameter another interface.
Fixed crash when caused by Anim Blueprint while Hot Reload
Fixed crash when rotation value in transform struct is edited
Fixed crash when Text property was read from null object.
Fixed crash when Timeline Play Rate Blueprint node was copied and pasted between Blueprints.
Fixed crash when using Canvas Render Target objects in Blueprints
Fixed crash while blueprint renaming
Fixed crash while blueprint reparenting
Fixed crash while compiling blueprints
Fixed editor crash when an inherited variable is set in a child blueprint
Fixed faulty assertion in Make Struct node when adding a text array to a user defined structure.
Fixed handling of blueprint merges when no changes to the local blueprint were desired
Fixed inability to save a Blueprint Function Library asset containing a function that references another function in the same library after it's been loaded.
Fixed issue that could cause circularly dependent blueprints to crash with a TRASHCLASS error when executed
Fixed issue that prevented Blueprints from being based on other Object Blueprints.
Fixed issue where adding triggers to Matinee particle tracks would cause the associated Matinee Blueprint node to have redundant pins
Fixed issue with default values in nested structures used in blueprints - under some conditions they would reset to the original default value
Fixed issue with some ease node pins resetting themselves when the node was refreshed or reloaded
Fixed issues with editing local variables multiple times, often seen when editing vectors or transforms.
Fixed member functions of output pin objects not showing up when dragging off a different output pin
Fixed member functions of some output pin objects not showing up when dragging off a different output pin.
Fixed naming convention issues when adding new variables or event dispatchers to Blueprints. They will now be formatted like other items in Blueprints: New[Type]_[Number].
Fixed objects referenced only by the undo/redo buffer for blueprint constructed components being garbage collected.
Fixed possibility of name collision between component variables and component nodes that would prevent blueprint compilation
Fixed problem that caused many unnecessary warnings while Blueprint loading.
Fixed problem, when blueprint was marked as dirty after Play In Editor was triggered.
Fixed problems related to renaming and removing event dispatcher.
Fixed Refresh behavior of Make Array node - previously it would not remember which pins had been 'split'
Fixed replicated variables defined in actor component blueprints. These variables will now actually replicate.
Fixed several crashes when calling certain functions from Game Instance's Receive Init event in a standalone game.
Fixed spline mesh components in blueprints adding a new entry to the derived data cache for their collision data every time the map is loaded
Fixed the name of the Cross product node to be correctly labeled "X"
Fixed trailing numbers and letters that appeared on initial load of a blueprint for some set/break struct nodes
Fixed Undo/Redo of changes to properties defined in "Native" C++ components
Fixes a Blueprint-related crash during editor shutdown relating to the ClassV iewer.
Keys that are not blueprint bindable will no longer appear in Key selector dropdowns
For Loop With Break and For Each Loop With Break don't increment index after break anymore.
Format Text nodes can no longer have breakpoints set on them.
Function tooltips will display the sanitized function name if there is no other tooltip available.
Functions from function libraries will not be filtered from the Blueprint context menu based on the Blueprint's hidden category metadata.
Hidden comment bubbles will no longer reappear when doing unrelated actions.
Improvements and optimization to node title refresh
Input pins for macros can again be set to type 'wildcard'
Input pins in call function node are properly updated after hot reload.
Functions with no return value and no input parameter show up as overridable in the My Blueprint dropdown
Float to int conversion defaults to truncate rather than floor. Does not change behavior of existing blueprints
Strings in bytecode reference graph names no longer change between each compilation of the blueprint
Improved default values for some blueprint math nodes. This will not affect existing blueprints
Fixed one cause of disappearing default values in blueprint classes
It's no longer possible to add incompatible macro actions to a graph that would prevent child Blueprint Class assets from saving.
Minor fix to ensure only editor worlds are considered when gathering valid level script blueprint actions.
Minor performance improvements when finding referencers during post-compile reinstancing (slight reduction in overall Blueprint Class compile time).
Modifying multiple Math Expression nodes at once will no longer crash.
Native C++ components marked 'Edit Anywhere' can now be re-edited after being set to 'None' in the Blueprint editor Details panel.
Newly created Blueprints will no longer be marked as needing to compile.
No longer given the option to override functions in macro libraries in the right click menu of the My Blueprint window.
No longer spamming "Files need check-out!" when compiling a blueprint - especially verbose when compiling a blueprint from which many other blueprints derive
Overridable functions list in My Blueprints now correctly hides hidden categories and functions for the class hierarchy.
Pasting local variable nodes outside of scope will no longer show them as valid.
Relative transform updates resulting from component attach/detach operations in the Blueprint class component editor are now immediately applied to instances of the Blueprint class.
Removed a redundant preview Actor construction pass on Blueprint editor load (minor performance improvement).
Removed repeated component function options from the Blueprint's context menu.
Removed requirement that Blueprint variables be marked "Editable" to be accessible from other Blueprints.
Removed 's' at the beginning of a return pin tooltip when @returns is used instead of @return in the comment block
Removed some excessive verbose logging when the "Find Sessions" node finds sessions.
Removed the Blueprint Editor's legacy node menu system.
Removing Custom Event nodes and other nodes that spawn graphs will free up the name.
Renaming macro pins will no longer rename any macros within the graph that have pins with the same name.
Reparenting a component-based Blueprint Class asset between scene/non-scene base types will no longer corrupt an Actor-based Blueprint Class asset's component hierarchy.
Replacing function local variables in collapsed graph works.
Reroute nodes now function correctly in an Animation graph after compiling an Animation Blueprint.
Selecting all nodes in a graph using keybindings will no longer assert due to null nodes being present in the graph list.
Small fix to prevent automatically added parent nodes from overlapping the child nodes.
Sub-items in the My Blueprint panel will no longer be mis-categorized into the Function's section.
Suppressed "Access None ..." errors.
Suppressed wrong warning "No value will be returned by reference."
Switch On String node will obey case insensitivity by default as the details view says it is set to.
The Custom Event Node now handles generating the proper signature when dragged from a standard, non-multicast delegate pin
The Days In Month Blueprint function now logs a warning instead of asserting when an invalid month is used.
The Render to Texture blueprint no longer requires using the "High Resolution Screenshot" dialogue to export visualization buffers as it handles that by entering the console command 'r.BufferVisualizationDumpFrames 1'
Fixed an issue with Gameplay Tag Widgets whereby the the popup menu would be unusable when a graph window was zoomed.
Fixed differences between the way comment bubbles worked on re-route and other nodes.
The re-route node will show its comment bubble if hidden when the mouse hovers over the node.
The comment bubbles now require shift + enter to insert a newline when editing text.
Added automatic shutdown of any asset editors that are currently editing play in editor scoped assets upon exit of play in editor mode.
Fixed issues when editing instances of blueprint components in the actor details panel in the main editor.
Compiling the component blueprint would result in component values being displayed incorrectly and out of date.
We now track component blueprint compilation and update the relevant part of the actor details panel so it stays up to date.
Fixed text visibility issues with blueprint documentation nodes. Previously we had black text on a black background which was unreadable. This has now been modified to display a lighter background.
Changed multi-line comment bubble's text to be more inline with editor standards. In order to insert a newline in the comments you are now required to use Ctrl + Enter
Fixed nested comments having issues with user selection
Fixed bugs when comments are resized to contain other comments, fixing the relative depth to all enclosed comments ensuring selection is possible afterwards.
Fixed a problem that caused a crash in editor blutilities when the custom event had parameters.
Fixed an issue with functions being dropped onto graphs using the skeleton class rather than the authoritative class which resulted child blueprints losing array parameter pins
Fixed detection of Global Editor Utility based blueprint functions and exposes the blueprints editable variable's to the Call In Editor actor blutilities through the actor details panel.
Fixed problems with watch values in the blueprint debugger reporting themselves as out of scope incorrectly.
Improved updating of available level script blueprint actions between map changes to ensure they are kept up to date more dynamically.
Modified timing component naming so the actual timeline node name is indicated for clarity to the user
Disallowed blueprint components from being re-parented to anything other than Actor Component and derived classes incorrectly.
Disallowed comment bubbles from having their visibility or pinned state changed when they are situated in read-only graphs.
Disallowed levelscript actions from external levelscripts incorrectly being placed in the current blueprint.
Disallowed nodes from allowing pins to be added/removed incorrectly when the owning graph is read only.
Disallowed the ability to modify nodes comment bubble's visibility state in read only graphs
Disallowed users from editing the comment text in the reference viewer.
Removed the workaround code to display hint text in the comment bubble's and enables the newly available functionality to display the hint in the text field widget.
Restored the correct functionality specific to comment nodes with regards to their comment bubbles. The comment bubbles designed purpose here is to display when the comment nodes title is no longer easily readable under zoom and to be not present otherwise.
Fixed a bug in the blueprint action database refresh that would assert if a blank level is compiled.
Fixed an issue causing asserts related to the way the map levelscript is renamed and regenerated during duplication
Fixed an issue where comment bubbles could modify comment text in read only graphs.
Fixed an issue whereby timelines containing external curves attempted to deep copy the curve as if it was owned by the timeline. External curves are now skipped leaving the reference in tact. Additionally deep copies on owned curves are now not redundantly deep copied during blueprint re-instancing.
Fixed issues found with blueprint graph actions causing garbage collection to fail when switching levels in certain circumstances.
Fixed some of the following problems with comment bubbles in material expressions.
The comment being applied as a custom event name instead of affecting the comment text
Comments being lost when compiling or closing the blueprint
Inconsistencies between the comment bubble and material expression properties
Fixed the problem with variables showing as out of scope in the blueprint debugger.
Implemented missing comment bubbles from array nodes which had previously just been overlooked.
Modified actor workflow so that when an actor is converted to a blueprint the component names the user has chosen are preserved.
Updates comment bubbles so that when a comment is entered through the context menu the bubble automatically displays/hides based on comment string content.
Uncategorized functions will no longer be categorized into a "Class" category in the Blueprint node context menu when a being displayed for a currently selected level Actor.
Undoing an "Apply Changes to Blueprint" action will no longer leave the editor in an invalid state that will lead to crashes with proceeding to redo and undo, or move the selected component.
Using the up and down arrow keys for selection in the My Blueprint window will correctly select them.
Variable renames will no longer break math expression nodes that utilize them.
We now refresh the selected Actor's component tree in the Level Editor when a component Blueprint Class changes its parent class.
When deleting Blueprint assets, child Blueprints will not be re-parented and recompiled when they are also slated for deletion.
When dragging a function in the My Blueprint window, a mouse decorator is immediately shown.
When entering PIE, there will no longer be log errors from function call nodes in the level Blueprint due to missing scope.
When pasting Event nodes in Blueprints, if there is a ghost node version of the Event, that node will be removed in favor of the newly pasted Event.