Tags: unreal, blueprints, event-graph, nodes, casting, interfaces, animation, state-machine, game-engine Last updated: 2026-06-27

Unreal Engine (Blueprints) Cheatsheet

Quick Reference

ConceptKey Node / Pattern
EventsEvent BeginPlay / Event Tick / Event ActorBeginOverlap
Execution flowWhite exec pins (▶) — sequential control flow
Data flowColoured data pins — values passed between nodes
BranchingBranch (bool) / Switch on Int / Switch on String
CastingCast To <Type> — convert reference to child type
InterfacesBPI_ prefix + Event <Message> — cross-class communication
TimelinesTimeline node — keyframed float/vector/colour curves
AnimationState Machine inside AnimBP — State Alias / Blend Space

Event Graph Basics

Event BeginPlay  → runs once on game start
Event Tick       → runs every frame (enable in Class Defaults)
Event EndPlay    → runs when actor is destroyed/level unloads

Branch & Flow Control

Event Tick
   │
   ▼
Branch ──True──▶ Print String "Active"
   │
False
   │
   ▼ (nothing)

Sequence Node

Event BeginPlay
   │
   ▼
Sequence ──Then 0──▶ Spawn Actor
         ├─Then 1──▶ Set Timer
         └─Then 2──▶ Play Sound

Casting

// C++ equivalent for reference
if (APlayerCharacter* PC = Cast<APlayerCharacter>(OtherActor)) {
    PC->TakeDamage(10);
}

Blueprint pattern:

OnActorBeginOverlap (Other Actor)
   │
   ▼
Cast To PlayerCharacter ──Success──▶ [Ref] ▶ Take Damage
   │
Cast Failed

Interfaces

Creating a Blueprint Interface:

  1. Content Browser → Right-click → Blueprints → Blueprint Interface
  2. Name: BPI_Interactable
  3. Add function: Interact (no implementation in interface)

Calling an Interface:

OnActorBeginOverlap (Other Actor)
   │
   ▼
Does Implement Interface (BPI_Interactable)
   │
   ▼ True
Interact (Message) — Target: Other Actor

Interface vs Casting: Interfaces give loose coupling across unrelated classes. Casting requires knowing the exact class at compile time.

Animation Blueprint

AnimBP → AnimGraph → Add State Machine

State Machine:
  Idle ──(Speed > 0)──▶ Walk
  Walk ──(Speed == 0)──▶ Idle
  Any State ──(IsJumping)──▶ Jump
  Jump ──(OnLand)──▶ Idle

Transition Rules

Transition: Idle → Walk
Get Speed (float from Character Movement)
Float > Float ──True──▶ Can Transition

Blend Space 1D

State Alias

Use State Alias nodes to reference states by name. E.g. Alias GroundLocomotion → Idle / Walk / Run blendspace.

Timelines

Event BeginPlay
   │
   ▼
Timeline ──Update──▶ Set Actor Location (Lerp from A to B)
         ├─Finished──▶ Destroy Actor
         └─Play from Start

Curve Types

Variables & Access

ExposureFlagNotes
Instance EditableEditable (eye icon)Shows in Details panel per-instance
Expose on SpawnExpose on SpawnShows as pin on Spawn Actor node
PrivateUncheck bothOnly accessible inside this Blueprint

Common Types

Boolean       → Branch
Integer       → Switch on Int
Float         → Math Expression, Lerp
Vector        → Location, Scale
Rotator       → Rotation
Transform     → Location + Rotation + Scale
Object Ref    → Cast To
Gameplay Tag  → Has Tag, Switch on Gameplay Tag

Tips