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Custom Nodes

Use decorators to quickly expose ECS components as blueprint nodes.

Mark a component class as blueprint-enabled:

import { BlueprintComponent, BlueprintProperty } from '@esengine/blueprint';
@BlueprintComponent({
title: 'Player Controller',
category: 'gameplay',
color: '#4a90d9',
description: 'Controls player movement and interaction'
})
class PlayerController extends Component {
@BlueprintProperty({ displayName: 'Move Speed' })
speed: number = 100;
@BlueprintProperty({ displayName: 'Jump Height' })
jumpHeight: number = 200;
}

Expose component properties as node inputs:

@BlueprintProperty({
displayName: 'Health',
description: 'Current health value',
isInput: true,
isOutput: true
})
health: number = 100;

For array type properties, supports editing complex object arrays:

import { BlueprintArray, Schema } from '@esengine/blueprint';
interface Waypoint {
position: { x: number; y: number };
waitTime: number;
speed: number;
}
@BlueprintComponent({
title: 'Patrol Path',
category: 'ai'
})
class PatrolPath extends Component {
@BlueprintArray({
displayName: 'Waypoints',
description: 'Points along the patrol path',
itemSchema: Schema.object({
position: Schema.vector2({ defaultValue: { x: 0, y: 0 } }),
waitTime: Schema.float({ min: 0, max: 10, defaultValue: 1.0 }),
speed: Schema.float({ min: 0, max: 500, defaultValue: 100 })
}),
reorderable: true,
exposeElementPorts: true,
portNameTemplate: 'Waypoint {index1}'
})
waypoints: Waypoint[] = [];
}

Schema defines type information for complex data structures, enabling the editor to automatically generate corresponding UI.

import { Schema } from '@esengine/blueprint';
// Number types
Schema.float({ min: 0, max: 100, defaultValue: 50, step: 0.1 })
Schema.int({ min: 0, max: 10, defaultValue: 5 })
// String
Schema.string({ defaultValue: 'Hello', multiline: false, placeholder: 'Enter text...' })
// Boolean
Schema.boolean({ defaultValue: true })
// Vectors
Schema.vector2({ defaultValue: { x: 0, y: 0 } })
Schema.vector3({ defaultValue: { x: 0, y: 0, z: 0 } })
// Object
Schema.object({
name: Schema.string({ defaultValue: '' }),
health: Schema.float({ min: 0, max: 100 }),
position: Schema.vector2()
})
// Array
Schema.array({
items: Schema.float(),
minItems: 0,
maxItems: 10
})
// Enum
Schema.enum({
options: ['idle', 'walk', 'run', 'jump'],
defaultValue: 'idle'
})
// Reference
Schema.ref({ refType: 'entity' })
Schema.ref({ refType: 'asset', assetType: 'texture' })
@BlueprintComponent({ title: 'Enemy Config', category: 'ai' })
class EnemyConfig extends Component {
@BlueprintArray({
displayName: 'Attack Patterns',
itemSchema: Schema.object({
name: Schema.string({ defaultValue: 'Basic Attack' }),
damage: Schema.float({ min: 0, max: 100, defaultValue: 10 }),
cooldown: Schema.float({ min: 0, max: 10, defaultValue: 1 }),
range: Schema.float({ min: 0, max: 500, defaultValue: 50 }),
animation: Schema.string({ defaultValue: 'attack_01' })
}),
reorderable: true
})
attackPatterns: AttackPattern[] = [];
@BlueprintProperty({
displayName: 'Patrol Area',
schema: Schema.object({
center: Schema.vector2(),
radius: Schema.float({ min: 0, defaultValue: 100 })
})
})
patrolArea: { center: { x: number; y: number }; radius: number } = {
center: { x: 0, y: 0 },
radius: 100
};
}
import { BlueprintNodeTemplate } from '@esengine/blueprint';
const MyNodeTemplate: BlueprintNodeTemplate = {
type: 'MyCustomNode',
title: 'My Custom Node',
category: 'custom',
description: 'A custom node example',
keywords: ['custom', 'example'],
inputs: [
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
{ name: 'value', type: 'number', direction: 'input', defaultValue: 0 }
],
outputs: [
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
{ name: 'result', type: 'number', direction: 'output' }
]
};
import { INodeExecutor, RegisterNode, BlueprintNode, ExecutionContext, ExecutionResult } from '@esengine/blueprint';
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const value = context.evaluateInput(node.id, 'value', 0) as number;
const result = value * 2;
return {
outputs: { result },
nextExec: 'exec'
};
}
}
// Method 1: Using decorator
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor { ... }
// Method 2: Manual registration
NodeRegistry.instance.register(MyNodeTemplate, new MyNodeExecutor());
import { NodeRegistry } from '@esengine/blueprint';
const registry = NodeRegistry.instance;
const allTemplates = registry.getAllTemplates();
const mathNodes = registry.getTemplatesByCategory('math');
const results = registry.searchTemplates('add');
if (registry.has('MyCustomNode')) { ... }

Pure nodes have no side effects and their outputs are cached:

const PureNodeTemplate: BlueprintNodeTemplate = {
type: 'GetDistance',
title: 'Get Distance',
category: 'math',
isPure: true,
inputs: [
{ name: 'a', type: 'vector2', direction: 'input' },
{ name: 'b', type: 'vector2', direction: 'input' }
],
outputs: [
{ name: 'distance', type: 'number', direction: 'output' }
]
};