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New Slot
Adds a new Slot Track using a pre-existing Slot.
Delete Slot
Deletes the Slot.
Duplicate Slot
Duplicates the Slot track and its contents into a new Slot track.
Preview Slot
If you have more than one Slot track, enabling this will cause the contents of this Slot to preview in the Viewport.
Slot Manager
Opens the Slot Manager panel.
Remarks
To learn more about using Slot groups in Animation Montages, refer to theAnimation Montagepage.
Anatomy of a Blueprint
A Blueprint Class, often shortened as Blueprint, is an asset that allows content creators to easily add functionality on top of existing gameplay classes. Blueprints are created inside of Unreal Editor visually, instead of by typing code, and saved as assets in a content package. These essentially define a new class or type of Actor which can then be placed into maps as instances that behave like any other type of Actor.
Blueprints do not always need to contain scripted behavior. For example, a lightpost in your level may not be interactive, and would just need a mesh to represent the post and a light. Using Components to build up reusable Blueprints would accelerate your level design process. Of course, you could then work with those Components in a graph to allow your players to interact with the lights or have a time-of-day system adjust them accordingly.
Graphs contain the design-time and game-time behavior of your Blueprints. The Construction Script runs following the Components list when an instance of a Blueprint Class is created, enabling you to dynamically adjust the look and feel of the new Object or Actor.
The EventGraph of a Blueprint contains a node graph that uses events and function calls to perform actions in response to gameplay events associated with the Blueprint. This is used to add functionality that is common to all instances of a Blueprint. This is where interactivity and dynamic responses are setup. For example, a light Blueprint could respond to a damage event by turning off its LightComponent and changing the material used by its mesh. This would automatically provide this behavior to all instances of the light Blueprint.
EventGraph
Uses events and function calls to perform actions in response to Blueprint events.
Graphs
Node graph that uses events and function calls to perform actions in response to events associated with the Blueprint.
As you create more script in your Blueprints, you may find there are certain sections of script you frequently reuse. Functions and Macros both enable you to reuse sections of script, although each method has different strengths and use cases. For more on the key differences between Functions and Macros, see the Blueprint Best Practices guide.
You can also collapse sections of your Graph into nested Graphs for organization.
Function Calls
Nodes that execute both code-defined and user-defined functions of a target Actor or Object.
Using Macro Libraries
Blueprint Classes
Components
Graphs
Organizing and Reusing Script
Remarks
Macros inside a Macro Library are used to increase the health and scale of an Actor.
Actors and Geometry
An Actor is any object that can be placed into a Level, such as a camera, Static Mesh, or player start location. Actors support 3D transformations such as translation, rotation, and scaling. They can be created (spawned) and destroyed through gameplay code (C++ or Blueprints).
In C++, AActor is the base class of all Actors.
To create a Level, you place Actors into a Level (map), then move and scale them to create an environment, and add script to make them behave the way you want. This section covers the basic techniques of working with Actors, such as placing, selecting, and transforming Actors. It also covers some of the most commonly used Actor types.
Placing Actors
Shows how you can place Actors such as props, lights, and cameras into your Level.
Selecting Actors
Overview of methods available for selecting Actors in the Level Editor viewport.
Transforming Actors
How to modify the location, rotation, and scale of Actors in a Level.
Actor Snapping
Overview of Actor snapping in Unreal Engine.
Actor Mobility
Setting that controls whether an Actor can move or change in some way during gameplay.
Grouping Actors
How to create and work with groups of Actors in Unreal Engine.
Merging Actors