Top-level structure
Always
"1.0.0" in the current spec.The Blueprint asset name.
One of:
Normal, Const, MacroLibrary, Interface, LevelScript, FunctionLibrary.The parent class this Blueprint extends (e.g.
ACharacter).Array of graph objects — one per function, event graph, macro, etc.
Blueprint-defined structs referenced by this Blueprint.
Blueprint-defined enums referenced by this Blueprint.
Graph object
The graph name as shown in the Blueprint editor.
One of:
EventGraph, Function, Composite, Macro, Construction, Animation.Each string is a chain of node IDs connected by
->, e.g. "N1->N2->N3".Maps output pin references (
"NodeID.PinID") to input pin references. Example: "N2.P3": "N1.P2" means N1’s output pin P2 feeds into N2’s input pin P3.Node object
Short sequential ID, e.g.
"N1", "N2". Used for flow references.The node type string (e.g.
call_function, branch, variable_get). See Supported Node Types.The class or library that owns the function/variable (e.g.
KismetSystemLibrary, GameplayStatics).The function or variable name being accessed.
true for pure (const, no execution pin) functions.true for latent/async nodes (e.g. Delay, async task nodes).Pin object
Short local ID scoped to the node, e.g.
"P1".The pin type. See the full list in Supported Node Types.
Optional subtype for
Object, Struct, Enum, Class, etc. (e.g. "ACharacter").The pin’s default value when not connected.
Whether this pin has an active connection in the graph.
Complete example
This is a minimal Blueprint with a single function that callsPrintString: