Blueprints
Unreal's visual scripting + class system. Every "Blueprint" is a subclass of some native C++ UObject — the BP system simply lets you author classes and graphs visually.
Top-level class hierarchy
UObject
├── UActorComponent
│ └── USceneComponent
│ ├── UStaticMeshComponent
│ ├── USkeletalMeshComponent
│ ├── UWidgetComponent
│ ├── USceneCaptureComponent2D
│ └── ...
├── AActor
│ ├── APawn
│ │ └── ACharacter
│ ├── AController
│ │ ├── APlayerController
│ │ └── AAIController
│ ├── AGameModeBase
│ ├── AGameStateBase
│ ├── APlayerState
│ ├── ALevelScriptActor
│ ├── AHUD
│ ├── AVolume
│ └── ...
├── UWidget (UMG)
│ └── UUserWidget
├── UAnimInstance
├── UDataAsset
├── UBlueprintFunctionLibrary
├── USaveGame
└── UInterface
Page index
Topic
Page
AActor — base game object
→
APawn / ACharacter — player/AI controlled
→
UActorComponent / USceneComponent
→
UMG / UUserWidget
→
UAnimInstance
→
UDataAsset / Primary Data Asset
→
Gameplay Ability System (GAS)
→
Full catalog
→
Blueprint asset types
Asset
Backing class
Use
Blueprint Class
Any UObject
Author a new subclass
Widget Blueprint
UUserWidget
UMG screens
Animation Blueprint
UAnimInstance
Skeletal animation logic
Blueprint Function Library
UBlueprintFunctionLibrary
Static helper functions
Blueprint Macro Library
(special)
Reusable subgraphs
Blueprint Interface
UInterface
Cross-class contracts
Editor Utility Blueprint
UEditorUtilityObject
Editor-time scripting
Editor Utility Widget
UEditorUtilityWidget
In-editor UMG tools
Primary Data Asset
UPrimaryDataAsset
Data-driven content
Data Asset
UDataAsset
Simple data containers
Game Instance
UGameInstance
Persists across levels
Game Mode
AGameModeBase
Server rules
Game State
AGameStateBase
Replicated server state
Player Controller
APlayerController
Per-player input
HUD
AHUD
Per-player UI root
Pure vs Impure nodes
Pure (green): no execution pin; idempotent; safe to call multiple times
Impure (blue): execution pins; side effects
Blueprint vs C++
Concern
Blueprint
C++
Iteration speed
★
Recompile required
Performance
~10× slower per call
Native speed
Refactoring
Painful for large graphs
IDE-supported
Designer-friendly
★
No
Multi-frame logic / latent nodes
First-class
Manual state machine
Rule of thumb: C++ for systems and hot paths, Blueprint for content and gameplay assembly.
See also