1---2name: ue5-blueprint-workflow3description: UE5.6/UE5.7 Blueprint graph workflow for feature implementation, input events, node wiring, and graph validation. Use when requests involve adding Blueprint logic, keyboard input behavior, function chains, event graph edits, or pin-level connection guidance.4---56# Quick Start7- Identify target Blueprint asset and graph (`EventGraph` or function graph).8- Confirm requested behavior as event -> logic -> output chain.9- Decide input route first: legacy key event or Enhanced Input action event.10- Produce graph-level steps first, then exact node/pin wiring details.1112# UE5.7 API Anchors13- Keyboard and event node anchors:14 - `UK2Node_InputKey`, `UK2Node_InputAction`, `UK2Node_InputActionEvent`15 - `UK2Node_CallFunction`, `UK2Node_CustomEvent`16- Enhanced Input anchors:17 - `UInputAction`, `UInputMappingContext`18 - `UEnhancedInputLocalPlayerSubsystem::AddMappingContext(...)`19 - `UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext(...)`20 - `UEnhancedInputComponent::BindAction(...)`21- Tool fast-path anchors (preferred for Blueprint editing automation):22 - `blueprint_modify` with `operation=add_input_key_event`23 - `blueprint_modify` with `operation=connect_pins`24 - `blueprint_query` for pin inspection and compile checks2526# Graph Stage Contract27- Every requested Blueprint feature must specify:28 - Entry event source (key/input action/custom event)29 - Core logic nodes (minimum two meaningful nodes)30 - Required pin-level connections (exec and data pins)31 - Output/side effects (state change, call, spawn, UI)32 - Validation method (compile status, node/pin inspection, expected execution order)33- If any item is missing, the graph implementation is incomplete.3435# Workflow36## 1) Entry Event37- Keyboard requests: use `add_input_key_event` first with `reuse_existing=true`.38- Enhanced Input requests: add/reuse Input Action event nodes (`UK2Node_InputActionEvent` path).39- Do not perform generic event-node guessing before trying dedicated input operations.4041## 2) Core Logic Chain42- Build minimal deterministic logic with explicit control flow (`Branch`, `Sequence`, function calls).43- Prefer existing graph variables/functions over creating redundant nodes.44- Keep one clear execution path per behavior branch.4546## 3) Pin Wiring47- Connect exec pins before data pins to lock execution order.48- Inspect exact pin names via `blueprint_query` before `connect_pins`.49- Avoid ambiguous autowiring when multiple overload pins exist.5051## 4) State/Output52- Apply state updates (variables/tags), then side effects (spawn/call/UI feedback).53- Keep output nodes isolated by intent to simplify later debugging.54- When both success/fail paths exist, wire both explicitly.5556## 5) Validation and Summary57- Validate compile state and pin integrity after wiring.58- Confirm there are no duplicate input nodes for the same key/action.59- Summarize final chain in deterministic order: entry -> branch -> action -> output.6061# Constraints62- Mandatory hotkey rule: use `add_input_key_event` first for keyboard features.63- Keep `reuse_existing=true` for key events to avoid duplicates.64- Avoid trial-and-error node class guessing when a dedicated operation exists.65- Separate graph steps from pin-level detail in final output.66- Prefer Enhanced Input assets (`UInputAction`/`UInputMappingContext`) for new input systems.67- Avoid hidden behavior in latent/timer nodes unless explicitly requested.6869# Failure Handling70- Symptom: key press does not fire.71 - Locate: input node type, duplicated key nodes, input focus/context.72 - Fix: reuse/create via `add_input_key_event`, remove duplicates, verify mapping context path.73- Symptom: graph compiles with warnings but behavior is wrong.74 - Locate: branch conditions and exec pin order.75 - Fix: reorder exec chain and verify condition data pins.76- Symptom: pin connection fails in automation.77 - Locate: node variant pin names or overload mismatch.78 - Fix: run `blueprint_query` to inspect exact pins before wiring.79- Symptom: Enhanced Input event exists but never triggers.80 - Locate: mapping context registration and action binding path.81 - Fix: ensure mapping context is added and action event node matches action asset.82- Symptom: event fires multiple times unexpectedly.83 - Locate: duplicate entry nodes or repeated binding paths.84 - Fix: consolidate to one entry node and guard re-entrant path with state flags.85- Symptom: graph no longer compiles after edits.86 - Locate: broken links after node replacement or stale function signatures.87 - Fix: reconnect required pins and refresh function node signatures.8889# UE5.6 / UE5.7 Compatibility Notes90- Core Blueprint graph nodes above are stable across UE5.6 and UE5.7.91- Prefer Enhanced Input path for new implementations in both versions.9293# Escalation94- Escalate when behavior requires C++ extension, custom latent nodes, or engine plugin changes.95- Escalate when Blueprint is locked, corrupted, or cannot compile due to unrelated project errors.