Blueprint Cheat Sheet

The nodes you'll actually use, organized by task.

Essential Events

  • BeginPlay: runs once on start.
  • Tick: runs every frame.
  • ActorBeginOverlap / ActorHit: collision triggers.
  • Custom Event: a named entry point you call yourself.

Branching

  • Branch: if/else on a boolean.
  • Switch on Int / Enum: routes to one of many outputs.
  • Select: picks one value by index or enum, no execution split.
  • Flip Flop: alternates between A and B on each call.

Loops

  • For Loop: runs N times, fires Completed when done.
  • For Each Loop: iterates an array, exposes Element and Index.
  • Do Once / Do N Times: Do Once fires once until Reset is called. Do N Times caps execution at N.

Timers & Delays

  • Delay: waits X seconds then continues.
  • Retriggerable Delay: resets the countdown if called again before it finishes.
  • Set Timer by Event: calls a Custom Event after a delay. Toggle Looping to repeat.
  • Set Timer by Function Name: same as above but references a function by name instead of a wired event.

Transform & Movement

  • Get Actor Location / Rotation: read the actor's current world position or rotation.
  • Set Actor Location and Rotation: moves and rotates in one call. Sweep checks for collisions along the way.
  • Teleport To: instant position jump - skips physics and sweep.

Math

  • Lerp: blends A to B by Alpha (0-1). Useful for smooth interpolation.
  • Map Range Clamped: remaps a value from one range to another - e.g. speed 0-600 to volume 0-1.
  • Clamp: keeps a value between Min and Max. Prevents out-of-range results.
  • Random Float In Range: returns a random float between Min and Max each call.

Blueprint Communication

  • Cast To: direct reference. Simple but tightly couples the two classes.
  • Event Dispatcher: declare on the sender, bind on the receiver. Sender doesn't need to know who's listening.
  • Blueprint Interface: define a function contract, implement on any class. Call it without casting.

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Unreal Engine Blueprint Cheat Sheet - GameReady