Individual skill

blueprints

Create and modify Blueprint assets, variables, functions, components, event dispatchers, and interfaces. Use when the user asks to create a Blueprint/BP, add a variable or component to a Blueprint, make an event dispatcher/delegate, implement a Blueprint interface, or inspect a Blueprint's class/components. For node-level graph wiring, also load blueprint-graphs.

Content/Skills/blueprints/SKILL.md

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Local scripts
Last checked
Nov 10, 2026

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824
Repository last updated
Nov 10, 2026
License
MIT

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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "blueprint-fundamentals"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# Blueprint System Skill

> **For node-level graph editing** (adding nodes, connecting pins, wiring logic, timers, layout), load the `blueprint-graphs` skill.

## Critical Rules

### ⚠<U+FE0F> Components added with `add_component` are NOT on the CDO

`add_component` creates a **SCS node template**, not an instance on the class default object. So the
obvious way to configure it silently does nothing — `get_components_by_class` on the CDO returns an
empty list and the loop body never runs:
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