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unreal-blueprints

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.

skills/unreal/unreal-blueprints/SKILL.md

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# Unreal Blueprints (Visual Scripting)

Structure gameplay logic in Unreal Engine 5 Blueprints: pick the right graph, expose data
cleanly, and choose a communication method that doesn't create hard-reference spaghetti.
Targets **UE 5.8**. (Blueprints are node graphs; the snippets below describe node flows.)

## When to use

- Use when authoring a Blueprint Class, wiring the Event Graph (BeginPlay/Tick/overlap),
  using the Construction Script, creating variables/functions/macros, or choosing how two
  Blueprints communicate (Cast, Interface, or Event Dispatcher).
- Use when the project has `*.uproject` and Blueprint `*.uasset` files, and the user works
  visually rather than in C++.
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