ue5-blueprint-workflow · git:20260303.c186337 · 2026-03-03 · sha256 cccaf6a621b6fbd9
ue5-blueprint-workflow git:20260303.c186337A
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--- name: ue5-blueprint-workflow description: UE5.6/UE5.7 Blueprint graph workflow for feature implementation, input events, node wiring, and graph validation. Use when requests involve adding Blueprint logic, keyboard input behavior, function chains, event graph edits, or pin-level connection guidance. --- # Quick Start - Identify target Blueprint asset and graph (`EventGraph` or function graph). - Confirm requested behavior as event -> logic -> output chain. - Decide input route first: legacy key event or Enhanced Input action event. - Produce graph-level steps first, then exact node/pin wiring details. # UE5.7 API Anchors - Keyboard and event node anchors: - `UK2Node_InputKey`, `UK2Node_InputAction`, `UK2Node_InputActionEvent` - `UK2Node_CallFunction`, `UK2Node_CustomEvent` - Enhanced Input anchors: - `UInputAction`, `UInputMappingContext` - `UEnhancedInputLocalPlayerSubsystem::AddMappingContext(...)` - `UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext(...)` - `UEnhancedInputComponent::BindAction(...)` - Tool fast-path anchors (preferred for Blueprint editing automation): - `blueprint_modify` with `operation=add_input_key_event` - `blueprint_modify` with `operation=connect_pins` - `blueprint_query` for pin inspection and compile checks # Graph Stage Contract - Every requested Blueprint feature must specify: - Entry event source (key/input action/custom event) - Core logic nodes (minimum two meaningful nodes) - Required pin-level connections (exec and data pins) - Output/side effects (state change, call, spawn, UI) - Validation method (compile status, node/pin inspection, expected execution order) - If any item is missing, the graph implementation is incomplete. # Workflow ## 1) Entry Event - Keyboard requests: use `add_input_key_event` first with `reuse_existing=true`. - Enhanced Input requests: add/reuse Input Action event nodes (`UK2Node_InputActionEvent` path). - Do not perform generic event-node guessing before trying dedicated input operations. ## 2) Core Logic Chain - Build minimal deterministic logic with explicit control flow (`Branch`, `Sequence`, function calls). - Prefer existing graph variables/functions over creating redundant nodes. - Keep one clear execution path per behavior branch. ## 3) Pin Wiring - Connect exec pins before data pins to lock execution order. - Inspect exact pin names via `blueprint_query` before `connect_pins`. - Avoid ambiguous autowiring when multiple overload pins exist. ## 4) State/Output - Apply state updates (variables/tags), then side effects (spawn/call/UI feedback). - Keep output nodes isolated by intent to simplify later debugging. - When both success/fail paths exist, wire both explicitly. ## 5) Validation and Summary - Validate compile state and pin integrity after wiring. - Confirm there are no duplicate input nodes for the same key/action. - Summarize final chain in deterministic order: entry -> branch -> action -> output. # Constraints - Mandatory hotkey rule: use `add_input_key_event` first for keyboard features. - Keep `reuse_existing=true` for key events to avoid duplicates. - Avoid trial-and-error node class guessing when a dedicated operation exists. - Separate graph steps from pin-level detail in final output. - Prefer Enhanced Input assets (`UInputAction`/`UInputMappingContext`) for new input systems. - Avoid hidden behavior in latent/timer nodes unless explicitly requested. # Failure Handling - Symptom: key press does not fire. - Locate: input node type, duplicated key nodes, input focus/context. - Fix: reuse/create via `add_input_key_event`, remove duplicates, verify mapping context path. - Symptom: graph compiles with warnings but behavior is wrong. - Locate: branch conditions and exec pin order. - Fix: reorder exec chain and verify condition data pins. - Symptom: pin connection fails in automation. - Locate: node variant pin names or overload mismatch. - Fix: run `blueprint_query` to inspect exact pins before wiring. - Symptom: Enhanced Input event exists but never triggers. - Locate: mapping context registration and action binding path. - Fix: ensure mapping context is added and action event node matches action asset. - Symptom: event fires multiple times unexpectedly. - Locate: duplicate entry nodes or repeated binding paths. - Fix: consolidate to one entry node and guard re-entrant path with state flags. - Symptom: graph no longer compiles after edits. - Locate: broken links after node replacement or stale function signatures. - Fix: reconnect required pins and refresh function node signatures. # UE5.6 / UE5.7 Compatibility Notes - Core Blueprint graph nodes above are stable across UE5.6 and UE5.7. - Prefer Enhanced Input path for new implementations in both versions. # Escalation - Escalate when behavior requires C++ extension, custom latent nodes, or engine plugin changes. - Escalate when Blueprint is locked, corrupted, or cannot compile due to unrelated project errors.