引擎节点
这些是 UE 5.5.4 自带的节点,列在这里是因为文档里的蓝图图用到了它们。清单在 data/engine-nodes/ 下的 .txt 文件里,数据由导出器写入 data/api/engine.json。完整说明见 Epic 的官方文档。
Event BeginPlay
Section titled “Event BeginPlay”Event when play begins for this actor.
Event Tick
Section titled “Event Tick”Event called every frame, if ticking is enabled
| 引脚 | 方向 | 类型 |
|---|---|---|
| Delta Seconds | 输出 | Float |
Get Actor Location
Section titled “Get Actor Location”Returns the location of the RootComponent of this Actor
| 引脚 | 方向 | 类型 |
|---|---|---|
| Return Value | 输出 | Vector |
Get Actor Rotation
Section titled “Get Actor Rotation”Returns rotation of the RootComponent of this Actor.
| 引脚 | 方向 | 类型 |
|---|---|---|
| Return Value | 输出 | Rotator |
Get Component by Class
Section titled “Get Component by Class”Searches components array and returns first encountered component of the specified class
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| Component Class | 输入 | Actor Component类引用 | /Script/Engine.ActorComponent |
| Return Value | 输出 | Actor Component对象引用 |
Controller
Section titled “Controller”Possess
Section titled “Possess”Handles attaching this controller to the specified pawn. Only runs on the network authority (where HasAuthority() returns true). Derived native classes can override OnPossess to filter the specified pawn. When possessed pawn changed, blueprint class gets notified by ReceivePossess and OnNewPawn delegate is broadcasted.
| 引脚 | 方向 | 类型 | 说明 |
|---|---|---|---|
| In Pawn | 输入 | Pawn对象引用 | The Pawn to be possessed. |
Gameplay Statics
Section titled “Gameplay Statics”Get Actor Of Class
Section titled “Get Actor Of Class”Find the first Actor in the world of the specified class.
| 引脚 | 方向 | 类型 | 说明 |
|---|---|---|---|
| Actor Class | 输入 | Actor类引用 | Class of Actor to find. Must be specified or result will be empty. |
| Return Value | 输出 | Actor对象引用 | Actor of the specified class. |
Get Player Controller
Section titled “Get Player Controller”Returns the player controller found while iterating through the local and available remote player controllers. On a network client, this will only include local players as remote player controllers are not available. The index will be consistent as long as no new players join or leave, but it will not be the same across different clients and servers.
| 引脚 | 方向 | 类型 | 默认值 | 说明 |
|---|---|---|---|---|
| Player Index | 输入 | Integer | 0 | Index in the player controller list, starting first with local players and then available remote ones |
| Return Value | 输出 | Player Controller对象引用 |
Kismet Math Library
Section titled “Kismet Math Library”Break Rotator
Section titled “Break Rotator”Breaks apart a rotator into {Roll, Pitch, Yaw} angles in degrees
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
RotationInRot | 输入 | Rotator | 0, 0, 0 |
X (Roll)Roll | 输出 | Float | |
Y (Pitch)Pitch | 输出 | Float | |
Z (Yaw)Yaw | 输出 | Float |
Break Vector
Section titled “Break Vector”Breaks a vector apart into X, Y, Z
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| In Vec | 输入 | Vector | 0, 0, 0 |
| X | 输出 | Float (double) | |
| Y | 输出 | Float (double) | |
| Z | 输出 | Float (double) |
Make Rotator
Section titled “Make Rotator”Makes a rotator {Roll, Pitch, Yaw} from rotation values supplied in degrees
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
X (Roll)Roll | 输入 | Float | 0.0 |
Y (Pitch)Pitch | 输入 | Float | 0.0 |
Z (Yaw)Yaw | 输入 | Float | 0.0 |
| Return Value | 输出 | Rotator |
Make Vector
Section titled “Make Vector”Makes a vector {X, Y, Z}
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| X | 输入 | Float (double) | 0.0 |
| Y | 输入 | Float (double) | 0.0 |
| Z | 输入 | Float (double) | 0.0 |
| Return Value | 输出 | Vector |
Not Equal (Integer64)
Section titled “Not Equal (Integer64)”Returns true if A is not equal to B (A != B)
| 引脚 | 方向 | 类型 | 说明 |
|---|---|---|---|
| A | 输入 | Wildcard | Right click this pin to convert its type. |
| B | 输入 | Wildcard | Right click this pin to convert its type. |
| Return Value | 输出 | Boolean | Returns true if A is not equal to B (A != B)
Right click this pin to convert its type. |
ToQuaternion (Rotator)
Section titled “ToQuaternion (Rotator)”Converts to Quaternion representation of this Rotator.
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| In Rot | 输入 | Rotator | 0, 0, 0 |
| Return Value | 输出 | Quat结构体 |
ToRotator (Quat)
Section titled “ToRotator (Quat)”Converts to Rotator representation of this Quaternion.
| 引脚 | 方向 | 类型 |
|---|---|---|
| Q | 输入 | Quat结构体 |
| Return Value | 输出 | Rotator |
Vector Length
Section titled “Vector Length”Returns the length of the vector
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| A | 输入 | Vector | 0, 0, 0 |
| Return Value | 输出 | Float (double) |
int - int
Section titled “int - int”Subtraction (A - B)
| 引脚 | 方向 | 类型 | 说明 |
|---|---|---|---|
| A | 输入 | Wildcard | Right click this pin to convert its type. |
| B | 输入 | Wildcard | Right click this pin to convert its type. |
| Return Value | 输出 | Wildcard | Subtraction (A - B)
Right click this pin to convert its type. |
vector * float
Section titled “vector * float”Scales Vector A by B
| 引脚 | 方向 | 类型 | 说明 |
|---|---|---|---|
| A | 输入 | Wildcard | Right click this pin to convert its type. |
| B | 输入 | Wildcard | Right click this pin to convert its type. |
| Return Value | 输出 | Wildcard | Scales Vector A by B
Right click this pin to convert its type. |
Kismet String Library
Section titled “Kismet String Library”To String (Float)
Section titled “To String (Float)”Converts a double value to a string
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| In Double | 输入 | Float (double) | 0.0 |
| Return Value | 输出 | String |
To String (Integer)
Section titled “To String (Integer)”Converts an integer value to a string
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| In Int | 输入 | Integer | 0 |
| Return Value | 输出 | String |
To String (Integer64)
Section titled “To String (Integer64)”Converts an 64-bit integer value to a string
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| In Int | 输入 | Integer64 | 0 |
| Return Value | 输出 | String |
To String (Rotator)
Section titled “To String (Rotator)”Converts a rotator value to a string, in the form 'P= Y= R='
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| In Rot | 输入 | Rotator | 0, 0, 0 |
| Return Value | 输出 | String |
To String (Vector)
Section titled “To String (Vector)”Converts a vector value to a string, in the form 'X= Y= Z='
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| In Vec | 输入 | Vector | 0, 0, 0 |
| Return Value | 输出 | String |
Kismet System Library
Section titled “Kismet System Library”Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored.
| 引脚 | 方向 | 类型 | 默认值 | 说明 |
|---|---|---|---|---|
| Duration | 输入 | Float | 0.2 | length of delay (in seconds). |
Completedthen | 输出 | 执行 |
Print String
Section titled “Print String”Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.
| 引脚 | 方向 | 类型 | 默认值 | 说明 |
|---|---|---|---|---|
| In String | 输入 | String | Hello | The string to log out |
Print to Screen高级bPrintToScreen | 输入 | Boolean | true | Whether or not to print the output to the screen |
Print to Log高级bPrintToLog | 输入 | Boolean | true | Whether or not to print the output to the log |
| Text Color高级 | 输入 | Linear Color结构体 | (R=0.000000,G=0.660000,B=1.000000,A=1.000000) | The color of the text to display |
| Duration高级 | 输入 | Float | 2.0 | The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config. |
| Key高级 | 输入 | Name | None | If a non-empty key is provided, the message will replace any existing on-screen messages with the same key. |
流程控制与特殊节点
Section titled “流程控制与特殊节点”Branch
Section titled “Branch”Branch Statement If Condition is true, execution goes to True, otherwise it goes to False
| 引脚 | 方向 | 类型 | 默认值 |
|---|---|---|---|
| Condition | 输入 | Boolean | true |
Truethen | 输出 | 执行 | |
Falseelse | 输出 | 执行 |
For Each Loop
Section titled “For Each Loop”ForEachLoop instance
| 引脚 | 方向 | 类型 |
|---|---|---|
| Exec | 输入 | 执行 |
| Array | 输入 | Wildcard数组 |
| Loop Body | 输出 | 执行 |
Array ElementArray Element | 输出 | Wildcard |
Array IndexArray Index | 输出 | Integer |
| Completed | 输出 | 执行 |
For Loop
Section titled “For Loop”Executes LoopBody for each Index from StartIndex to StopIndex, inclusive
| 引脚 | 方向 | 类型 |
|---|---|---|
| First Index | 输入 | Integer |
| Last Index | 输入 | Integer |
| Loop Body | 输出 | 执行 |
| Index | 输出 | Integer |
| Completed | 输出 | 执行 |
Make Array
Section titled “Make Array”Create an array from a series of items.
| 引脚 | 方向 | 类型 |
|---|---|---|
| [ 0] | 输入 | Wildcard |
| Array | 输出 | Wildcard数组 |
Sequence
Section titled “Sequence”Executes a series of pins in order
| 引脚 | 方向 | 类型 |
|---|---|---|
Then 0then_0 | 输出 | 执行 |
Then 1then_1 | 输出 | 执行 |
uBot Wind Subsystem
Section titled “uBot Wind Subsystem”Get uBot Wind Subsystem (World Subsystem)
The wind of a world: the sum of every enabled uBot Wind actor and the scripted wind set from Blueprint. The field is uniform in space; the location argument is there for future use.
| 引脚 | 方向 | 类型 |
|---|---|---|
| Return Value | 输出 | uBot Wind Subsystem对象引用 |