Blueprint Cheat Sheet
The nodes you'll actually use, organized by task.
Essential Events
- BeginPlay: runs once on start.
- Tick: runs every frame.
- ActorBeginOverlap / ActorHit: collision triggers.
- Custom Event: a named entry point you call yourself.
Branching
- Branch: if/else on a boolean.
- Switch on Int / Enum: routes to one of many outputs.
- Select: picks one value by index or enum, no execution split.
- Flip Flop: alternates between A and B on each call.
Loops
- For Loop: runs N times, fires Completed when done.
- For Each Loop: iterates an array, exposes Element and Index.
- Do Once / Do N Times: Do Once fires once until Reset is called. Do N Times caps execution at N.
Timers & Delays
- Delay: waits X seconds then continues.
- Retriggerable Delay: resets the countdown if called again before it finishes.
- Set Timer by Event: calls a Custom Event after a delay. Toggle Looping to repeat.
- Set Timer by Function Name: same as above but references a function by name instead of a wired event.
Transform & Movement
- Get Actor Location / Rotation: read the actor's current world position or rotation.
- Set Actor Location and Rotation: moves and rotates in one call. Sweep checks for collisions along the way.
- Teleport To: instant position jump - skips physics and sweep.
Math
- Lerp: blends A to B by Alpha (0-1). Useful for smooth interpolation.
- Map Range Clamped: remaps a value from one range to another - e.g. speed 0-600 to volume 0-1.
- Clamp: keeps a value between Min and Max. Prevents out-of-range results.
- Random Float In Range: returns a random float between Min and Max each call.
Blueprint Communication
- Cast To: direct reference. Simple but tightly couples the two classes.
- Event Dispatcher: declare on the sender, bind on the receiver. Sender doesn't need to know who's listening.
- Blueprint Interface: define a function contract, implement on any class. Call it without casting.
Want to Go Further?
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