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Blueprints in Rephrased

C++ owns shared gameplay behavior. Blueprints assemble that behavior, assign assets, and drive presentation.

If Blueprint reflection and BlueprintNativeEvent are new, read Blueprints overview.

Current ownership split

Area C++ owns Blueprint owns
Player movement, interaction order, native rune coordinator camera/content references, input assets, HUD class
World runes candidate/pending state, ranges, transaction token mesh, materials, authored range size, optional visual events
Drawing stroke graph state, exact matching, input bindings shared pattern data, widget class, visual presentation
Rune-responsive objects noun/status state, rule resolution, command events noun rules, starting status, State Looks, Performances, part components
Puzzle behaviors URunePuzzleBehavior and the shared behaviors picking and tuning behaviors per puzzle; Blueprint behavior subclasses
Levels runtime actor behavior placement, references, collision, pacing

Player Blueprint

BP_RephraseCharacter1 is the shipping character Blueprint. It assigns:

  • IMC_Default
  • movement, interaction, reset actions
  • native RuneCoordinator references:
  • IMC_RuneDrawing
  • drawing actions
  • DA_RuneDrawingGraph
  • drawing widget class
  • command feedback class
  • input restore policy

Coordinate ownership before editing this shared binary asset.

World-rune Blueprint

Create a Blueprint child of AWorldRune for each placed word. Assign the word data, visual mesh, glow materials, and authored sphere sizes. C++ manages candidate and pending state; Blueprint events are available for additional feedback.

Behavior Blueprint

A new kind of performance can be a Blueprint child of URunePuzzleBehavior. Implement OnBegin, OnUpdate, and OnComplete; it then appears in every puzzle's Behavior dropdown. Create a C++ behavior when it needs native logic or save support.

Puzzle Blueprint

Every puzzle device Blueprint derives from ARunePuzzleActor. Configure:

  • Noun and starting Status on RuneableObject
  • State Looks: one row per state
  • Performances: what plays on each result: Animate to Look, Play Cinematic, and an optional Behavior. A Play Cinematic row's Cinematic Sequence is a Level Sequence Actor in the level, so it is set on the placed puzzle
  • Part components: every part of the puzzle is a component of the Blueprint; the looks and performances pick them by name
  • Accepts Drawn Runes

The Puzzle category of a placed Door: Noun, Status, the Break Mesh Into 4 Pieces button, Label Height, four State Looks rows, four Performances rows, and Accepts Drawn Runes

See Adding a puzzle device.

Source files

  • Source/Rephrased/RephraseCharacter.h
  • Source/Rephrased/RuneSystem/Activation/WorldRune.h
  • Source/Rephrased/RuneSystem/Activation/RuneCoordinatorComponent.h
  • Source/Rephrased/RuneSystem/Effects/RunePuzzleActor.h
  • Source/Rephrased/RuneSystem/Behaviors/RunePuzzleBehavior.h

Change history

  • 2026-10-02 — Gabriel Li — The Cinematic Sequence is part of the performance that plays it and is set on the placed puzzle; Performances list Animate to Look, Play Cinematic, and Behavior; added editor screenshots (CORE-011).
  • 2026-10-01 — Gabriel Li — Replaced Linked Actors with part components and a Cinematic Sequence (CORE-011).
  • 2026-09-29 — Gabriel Li — Puzzle and behavior Blueprints follow noun rules, State Looks, and Performances (CORE-009).
  • 2026-09-17 — Gabriel Li — Updated Blueprint ownership for the shipping player, world runes, drawing, status effects, and Door/Light puzzle actors.
  • 2026-05-23 — Gabriel Li — Split Rephrased-specific Blueprint rules from generic overview.
  • 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.