ue5-blueprint-workflow · git:20260302.11fee6c · 2026-03-02 · sha256 f6140083773b342b
ue5-blueprint-workflow git:20260302.11fee6cA
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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. - Produce graph-level steps first, then exact node/pin wiring details. # Workflow - Add or reuse input events using hotkey fast path first. - For keyboard input, create/reuse key node with `add_input_key_event` before generic node guesses. - Build logic with minimal nodes, then connect exec/data pins explicitly. - Validate graph by checking node pins and compile status. - Summarize final node chain in deterministic order. # 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. # Failure Handling - If build fails, report blockers and suggest exact next action per blocker. - If pin names differ by node variant, inspect node pins before wiring. - If graph has multiple candidate entry events, pick the one matching user input context and state assumption. # 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.