Good To Know – Blueprint Common Nodes

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This post exists as a quick reference guide to the most commonly used Unreal Engine 5 Blueprint nodes. Each entry provides a short, practical explanation and a few common use cases, designed to be glanced over when you need to refresh your memory on what’s available, without digging through documentation or tutorials.

Use this page as a mental index: skim the sections, jump to what you need, and get back to building.

Node categories covered:


Event BeginPlay

Runs once when the actor enters play.


Event Tick

Executes every frame while the actor is active.


Delay

Pauses execution for a specified duration.


Retriggerable Delay

Delays execution but restarts if triggered again.


Set Timer by Event

Schedules an event to execute after a delay, optionally looping.


Sequence

Executes multiple output pins in order.


Branch

Routes execution based on a boolean value.


Do Once

Allows execution only one time until reset.


Do N

Allows execution a limited number of times.


Gate

Blocks or allows execution based on open/closed state.


FlipFlop

Alternates execution between A and B each time it’s triggered.


While Loop

Loops continuously while a condition remains true.


ForLoop

Loops from a start index to an end index.


ForLoopWithBreak

Loops but allows early exit when a condition is met.


ForEachLoop

Iterates over each element in an array.


ForEachLoopWithBreak

Iterates over an array with the option to break early.


Switch on Int

Executes logic based on an integer value.


Switch on Name

Executes logic based on a Name value.


Switch on String

Executes logic based on a String value.


Switch on Enum

Executes logic based on an enum value.


MultiGate

Cycles through output pins across executions.


Set Variable

Writes a value into a variable.


Get Variable

Reads the value of a variable.


IsValid

Checks whether an object reference exists.


IsValid (Exec)

Branches execution based on object validity.


Cast To

Attempts to convert an object to a specific class.


Select

Chooses between values based on condition or index.


Make Literal (String / Name / Text)

Creates a constant literal value directly in the graph.


Make Array

Creates an array from input values.


Make Map

Creates a key-value data structure.


Make Set

Creates a unique-value collection.


Add (Int/Float)

Adds numeric values together.


Subtract (Int/Float)

Subtracts one value from another.


Multiply (Int/Float)

Multiplies numeric values.


Divide (Int/Float)

Divides one value by another.


Clamp (Int/Float)

Limits a value within a minimum and maximum.


Map Range Clamped

Remaps a value from one range to another while clamping the result.


Lerp (Float)

Interpolates smoothly between two float values.


Lerp (Vector)

Interpolates smoothly between two vectors.


Lerp (Rotator)

Interpolates smoothly between two rotations.


FInterp To

Smoothly interpolates a float toward a target value over time.


VInterp To

Smoothly interpolates a vector toward a target vector over time.


RInterp To

Smoothly interpolates a rotator toward a target rotation over time.


Abs

Returns the absolute (positive) value of a number.


Min

Returns the smaller of two values.


Max

Returns the larger of two values.


Nearly Equal (Float)

Checks if two float values are nearly the same within tolerance.


Random Integer in Range

Generates a random integer between a minimum and maximum.


Random Float in Range

Generates a random float between a minimum and maximum.


Make Vector

Creates a vector from X, Y, and Z values.


Break Vector

Splits a vector into its X, Y, and Z components.


Make Rotator

Creates a rotation from Pitch, Yaw, and Roll values.


Break Rotator

Splits a rotator into Pitch, Yaw, and Roll values.


Make Transform

Creates a transform from location, rotation, and scale.


Break Transform

Splits a transform into location, rotation, and scale.


GetActorLocation

Returns the actor’s world position.


SetActorLocation

Sets the actor’s world position.


AddActorWorldOffset

Moves the actor by an offset in world space.


GetActorRotation

Returns the actor’s world rotation.


SetActorRotation

Sets the actor’s world rotation.


AddActorWorldRotation

Rotates the actor by a delta rotation in world space.


GetWorldLocation (SceneComponent)

Returns the component’s world position.


SetWorldLocation (SceneComponent)

Sets the component’s world position.


GetForwardVector

Returns the forward direction vector from a rotation.


GetRightVector

Returns the right direction vector from a rotation.


GetUpVector

Returns the up direction vector from a rotation.


Input Action

Fires when a mapped input action is triggered.


Input Axis

Fires continuously with a value from an input axis mapping.


Get Player Controller

Returns the player controller at a given index.


Get Player Pawn

Returns the pawn controlled by the player.


Get Player Character

Returns the player pawn cast as a Character.


Get Control Rotation

Returns the controller’s view rotation.


Add Controller Yaw Input

Adds yaw (left/right) rotation to the controller.


Add Controller Pitch Input

Adds pitch (up/down) rotation to the controller.


Set Input Mode (Game/UI)

Controls whether input is sent to the game, UI, or both.


Set Show Mouse Cursor

Shows or hides the mouse cursor.


Add Movement Input

Adds directional movement input to a character.


Jump

Makes the character attempt to jump.


Stop Jumping

Stops the jump input for a character.


Launch Character

Applies an instant velocity change to a character.


Get Velocity

Returns the current velocity of an actor or component.


Set Max Walk Speed

Sets the maximum walking speed of a character.


Set Movement Mode

Changes the character movement mode.


SpawnActorFromClass

Spawns a new actor instance into the world.


DestroyActor

Removes an actor from the world.


Get All Actors of Class

Finds all actors of a specific class in the level.


Get Actor Of Class

Finds the first actor of a specific class in the level.


AttachToComponent

Attaches an actor or component to another component.


DetachFromActor

Detaches an actor from its parent.


GetComponentByClass

Returns the first component of a given class.


Add Component

Adds a component to an actor at runtime.


Set Visibility

Shows or hides a component visually.


Set Hidden In Game

Hides a component during gameplay.


Set Collision Enabled

Enables or disables collision on a component.


Set Collision Response To Channel

Sets how a component responds to a collision channel.


OnActorBeginOverlap

Fires when another actor begins overlapping this actor.


OnActorEndOverlap

Fires when another actor stops overlapping this actor.


OnComponentBeginOverlap

Fires when another component begins overlapping this component.


OnComponentEndOverlap

Fires when another component stops overlapping this component.


OnComponentHit

Fires when a component hits another object with blocking collision.


LineTraceByChannel

Casts a ray and returns the first hit using a collision channel.


LineTraceForObjects

Casts a ray that checks against specific object types.