blueprint-graphs

Add, connect, and configure nodes in Unreal Engine Blueprint event and function graphs.

648|142|Updated Sep 12, 2025
One-click install
npx skills add https://github.com/kevinpbuckley/VibeUE --skill blueprint-graphs
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: blueprint-graphs
Source: https://github.com/kevinpbuckley/VibeUE/tree/main/Content/Skills/blueprint-graphs
Command: npx skills add https://github.com/kevinpbuckley/VibeUE --skill blueprint-graphs

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Building Blueprint graphs node-by-node through an AI agent is error-prone: wrong method names, silent node-creation failures, miswired exec pins, and unreadable layouts. This Skill encodes the correct VibeUE BlueprintService APIs, pin names, and recovery patterns so graph edits compile and behave as intended.

Core Features & Use Cases

  • Node creation and wiring: Add function-call, event, branch, macro (ForEachLoop/WhileLoop/Gate), custom-event, timeline, and delegate nodes, then connect pins with verified GUID-based APIs.
  • Batch graph building: Use the build_graph API to create 3+ nodes with connections, pin defaults, auto-layout, and compile in a single call, with per-node error reporting.
  • Graph inspection and layout: Read graphs cheaply with get_graph_summary, act on the user's live selection, audit layouts with analyze_graph_layout, and group nodes into comment boxes.
  • Use Case: A user asks to wire a non-blocking timer in a StateTree task Blueprint. The Skill guides creating a Set Timer by Event node plus a Custom Event callback, wiring the delegate pin, compiling, and verifying connections.

Quick Start

Ask the AI to add a BeginPlay event wired to a Print String node in your Blueprint's EventGraph and compile it.

Frequently Asked Questions about blueprint-graphs

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add and connect nodes in a Blueprint graph with Python?

Use unreal.BlueprintService.build_graph for batches of two or more nodes, passing node descriptors with refs and connections in "Ref.PinName" format. For single nodes, use the engine BlueprintTools.create_node tool or create_node_by_key after discover_nodes.

How do I add a ForEachLoop or WhileLoop macro node in Unreal Blueprint?

Call unreal.BlueprintService.add_macro_instance_node with a shorthand like "ForEachLoop", "WhileLoop", "Gate", or "FlipFlop". Macro instances have no spawner key, so discover_nodes and create_node_by_key fail silently for them.

Should I use Delay or Set Timer by Event in a Blueprint?

Use Set Timer by Event for non-blocking waits where the Blueprint must keep ticking, paired with a Custom Event callback. Delay is a latent action that blocks the execution path and suits only simple linear sequences.

Why does my Blueprint variable get node have no pins after creation?

The variable was not resolved on the compiled skeleton class when the node spawned. Compile the Blueprint after adding the variable, verify pins with get_node_pins, and if empty, delete the node, recompile, and recreate it.

Why does my Blueprint function return default values despite compiling?

The Return Node's execute pin is not wired, so the exec chain never reaches it and outputs stay at defaults. Connect the entry node's then pin through to the result node's execute pin, or make the function pure.

How do I find the correct name for a Blueprint function node?

Do not guess, since display titles differ from internal names (e.g. Get Actor Location is K2_GetActorLocation). Call discover_nodes with a search term, then spawn the node via the returned spawner_key with create_node_by_key.