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:
Examples:
SeinSpawnEntity— Entity system, spawn actionSeinResolveAttribute— Attribute system, resolve actionSeinWorldToMinimap— UI system, coordinate conversionSeinGetSeparationForce— 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.