$npx -y skills add teixasalone/UnrealEngine5-Skills --skill ue5-blueprint-workflowUE5.6/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.
| 1 | # Quick Start |
| 2 | - Identify target Blueprint asset and graph (`EventGraph` or function graph). |
| 3 | - Confirm requested behavior as event -> logic -> output chain. |
| 4 | - Decide input route first: legacy key event or Enhanced Input action event. |
| 5 | - Produce graph-level steps first, then exact node/pin wiring details. |
| 6 | |
| 7 | # UE5.7 API Anchors |
| 8 | - Keyboard and event node anchors: |
| 9 | - `UK2Node_InputKey`, `UK2Node_InputAction`, `UK2Node_InputActionEvent` |
| 10 | - `UK2Node_CallFunction`, `UK2Node_CustomEvent` |
| 11 | - Enhanced Input anchors: |
| 12 | - `UInputAction`, `UInputMappingContext` |
| 13 | - `UEnhancedInputLocalPlayerSubsystem::AddMappingContext(...)` |
| 14 | - `UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext(...)` |
| 15 | - `UEnhancedInputComponent::BindAction(...)` |
| 16 | - Tool fast-path anchors (preferred for Blueprint editing automation): |
| 17 | - `blueprint_modify` with `operation=add_input_key_event` |
| 18 | - `blueprint_modify` with `operation=connect_pins` |
| 19 | - `blueprint_query` for pin inspection and compile checks |
| 20 | |
| 21 | # Graph Stage Contract |
| 22 | - Every requested Blueprint feature must specify: |
| 23 | - Entry event source (key/input action/custom event) |
| 24 | - Core logic nodes (minimum two meaningful nodes) |
| 25 | - Required pin-level connections (exec and data pins) |
| 26 | - Output/side effects (state change, call, spawn, UI) |
| 27 | - Validation method (compile status, node/pin inspection, expected execution order) |
| 28 | - If any item is missing, the graph implementation is incomplete. |
| 29 | |
| 30 | # Workflow |
| 31 | ## 1) Entry Event |
| 32 | - Keyboard requests: use `add_input_key_event` first with `reuse_existing=true`. |
| 33 | - Enhanced Input requests: add/reuse Input Action event nodes (`UK2Node_InputActionEvent` path). |
| 34 | - Do not perform generic event-node guessing before trying dedicated input operations. |
| 35 | |
| 36 | ## 2) Core Logic Chain |
| 37 | - Build minimal deterministic logic with explicit control flow (`Branch`, `Sequence`, function calls). |
| 38 | - Prefer existing graph variables/functions over creating redundant nodes. |
| 39 | - Keep one clear execution path per behavior branch. |
| 40 | |
| 41 | ## 3) Pin Wiring |
| 42 | - Connect exec pins before data pins to lock execution order. |
| 43 | - Inspect exact pin names via `blueprint_query` before `connect_pins`. |
| 44 | - Avoid ambiguous autowiring when multiple overload pins exist. |
| 45 | |
| 46 | ## 4) State/Output |
| 47 | - Apply state updates (variables/tags), then side effects (spawn/call/UI feedback). |
| 48 | - Keep output nodes isolated by intent to simplify later debugging. |
| 49 | - When both success/fail paths exist, wire both explicitly. |
| 50 | |
| 51 | ## 5) Validation and Summary |
| 52 | - Validate compile state and pin integrity after wiring. |
| 53 | - Confirm there are no duplicate input nodes for the same key/action. |
| 54 | - Summarize final chain in deterministic order: entry -> branch -> action -> output. |
| 55 | |
| 56 | # Constraints |
| 57 | - Mandatory hotkey rule: use `add_input_key_event` first for keyboard features. |
| 58 | - Keep `reuse_existing=true` for key events to avoid duplicates. |
| 59 | - Avoid trial-and-error node class guessing when a dedicated operation exists. |
| 60 | - Separate graph steps from pin-level detail in final output. |
| 61 | - Prefer Enhanced Input assets (`UInputAction`/`UInputMappingContext`) for new input systems. |
| 62 | - Avoid hidden behavior in latent/timer nodes unless explicitly requested. |
| 63 | |
| 64 | # Failure Handling |
| 65 | - Symptom: key press does not fire. |
| 66 | - Locate: input node type, duplicated key nodes, input focus/context. |
| 67 | - Fix: reuse/create via `add_input_key_event`, remove duplicates, verify mapping context path. |
| 68 | - Symptom: graph compiles with warnings but behavior is wrong. |
| 69 | - Locate: branch conditions and exec pin order. |
| 70 | - Fix: reorder exec chain and verify condition data pins. |
| 71 | - Symptom: pin connection fails in automation. |
| 72 | - Locate: node variant pin names or overload mismatch. |
| 73 | - Fix: run `blueprint_query` to inspect exact pins before wiring. |
| 74 | - Symptom: Enhanced Input event exists but never triggers. |
| 75 | - Locate: mapping context registration and action binding path. |
| 76 | - Fix: ensure mapping context is added and action event node matches action asset. |
| 77 | - Symptom: event fires multiple times unexpectedly. |
| 78 | - Locate: duplicate entry nodes or repeated binding paths. |
| 79 | - Fix: consolidate to one entry node and guard re-entrant path with state flags. |
| 80 | - Symptom: graph no longer compiles after edits. |
| 81 | - Locate: broken links after node replacement or stale function signatures. |
| 82 | - Fix: reconnect required pins and refresh function node signatures. |
| 83 | |
| 84 | # UE5.6 / UE5.7 Compatibility Notes |
| 85 | - Core Blueprint graph nodes above are stable across UE5.6 and UE5.7. |
| 86 | - Prefer Enhanced Input path for new implementations in both versions. |
| 87 | |
| 88 | # Escalation |
| 89 | - Escalate when behavior requires C++ extension, custom latent nodes, or engine plugin changes. |
| 90 | - Escalate when Blueprint is locked, corrupted, or cannot compile due to unrelated project errors |