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Blueprint Node Reference

SeinARTS exposes its functionality through 13 Blueprint Function Libraries (BPFLs) plus ViewModel classes. Every sim-side and UI function is accessible from Blueprint without writing C++.

Libraries by Module

SeinARTSCoreEntity SIM

Library Functions Purpose
Entity 8 Entity lifecycle — spawn, destroy, transform, ownership
Attributes 3 Attribute resolution with modifier support
Abilities 5 Ability activation, cooldowns, queries
Combat 7 Damage, healing, spatial queries
Effects 5 Timed effect application and removal
Player 5 Resource management, entity ownership
Production 4 Production availability, tech queries
Squads 5 Squad membership and queries
Tags 5 Gameplay tag operations
Math 97 Fixed-point math, vectors, quaternions, transforms, PRNG

SeinARTSNavigation SIM

Library Functions Purpose
Navigation 5 Pathfinding requests and path queries
Steering 7 Movement, rotation, flocking forces
Terrain 6 Grid queries, terrain types, walkability

SeinARTSUIToolkit RENDER

Library Functions Purpose
UI Toolkit 21 Display helpers, conversion, projection, minimap, action slots

Naming Convention

All Blueprint nodes follow the pattern:

Sein + System + Action

Examples:

  • SeinSpawnEntity — Entity system, spawn action
  • SeinResolveAttribute — Attribute system, resolve action
  • SeinWorldToMinimap — UI system, coordinate conversion
  • SeinGetSeparationForce — Steering system, force calculation

Context Parameter

Most functions take a WorldContextObject as their first parameter. In Blueprint, this is filled automatically — you don't need to wire it. It provides access to the world subsystems.