{ }Blueprint → C++

Unreal Engine 5 Utility Blueprint Nodes in C++

The Utilities category collects the everyday Blueprint nodes you reach for in almost every Unreal Engine 5 project: printing debug text, fetching the player controller and camera manager, spawning actors and emitters, querying the level for actors, line tracing, and playing sounds. Most of these map directly to static functions on UGameplayStatics or to methods on the world returned by GetWorld(). Each page below shows the exact C++ equivalent of the Blueprint node, including the headers you must include, the UPROPERTY declarations needed for editor-set references, and the real UE5 API identifiers so you can copy the pattern into your own .h and .cpp files.

31 nodes in this category.

Print String

The Print String Blueprint node maps to UKismetSystemLibrary::PrintString in C++, or to the lower-level GEngine->AddOnScreenDebugMessage when you only need an on-screen message.View C++ equivalent →

Get Player Controller

Get Player Controller maps to UGameplayStatics::GetPlayerController(this, 0) in C++, returning an APlayerController* for the given player index.View C++ equivalent →

Get Player Camera Manager

Get Player Camera Manager maps to UGameplayStatics::GetPlayerCameraManager(this, 0), returning the APlayerCameraManager* that owns the active view for that player.View C++ equivalent →

Spawn Emitter at Location

Spawn Emitter at Location maps to UGameplayStatics::SpawnEmitterAtLocation, which spawns a Cascade UParticleSystem and returns a UParticleSystemComponent*.View C++ equivalent →

Line Trace By Channel

Line Trace By Channel maps to GetWorld()->LineTraceSingleByChannel, which returns a bool and writes the first blocking hit into an FHitResult.View C++ equivalent →

Multi Line Trace By Channel

Multi Line Trace By Channel maps to GetWorld()->LineTraceMultiByChannel, which fills a TArray<FHitResult> with every object the line crosses up to the first blocking hit.View C++ equivalent →

Get Actor Of Class

Get Actor Of Class maps to UGameplayStatics::GetActorOfClass, which returns the first actor in the level matching a given TSubclassOf<AActor>.View C++ equivalent →

Get All Actors Of Class

Get All Actors Of Class maps to UGameplayStatics::GetAllActorsOfClass, which fills a TArray<AActor*> with every actor of a given TSubclassOf<AActor>.View C++ equivalent →

Get All Actors with Tag

Get All Actors With Tag maps to UGameplayStatics::GetAllActorsWithTag, which fills a TArray<AActor*> with every actor that has the given tag in its Tags array.View C++ equivalent →

Spawn Actor from Class

Spawn Actor From Class maps to the templated GetWorld()->SpawnActor<AActor>(ActorClass, Location, Rotation, SpawnParameters), which instantiates an actor at runtime.View C++ equivalent →

Play Sound 2D

Play Sound 2D maps to UGameplayStatics::PlaySound2D, which plays a non-spatialized USoundBase such as UI clicks or music at a fixed volume and pitch.View C++ equivalent →

Play Sound at Location

Play Sound At Location maps to UGameplayStatics::PlaySoundAtLocation, which plays a spatialized USoundBase at a world-space FVector so it attenuates with distance.View C++ equivalent →

Apply Damage

The Blueprint Apply Damage node maps to UGameplayStatics::ApplyDamage(), which deals a point of damage to an actor and triggers its TakeDamage event.View C++ equivalent →

Apply Radial Damage

Apply Radial Damage in C++ is UGameplayStatics::ApplyRadialDamage(), which spreads damage to every actor inside a radius around an origin point.View C++ equivalent →

Get Game Mode

Get Game Mode is UGameplayStatics::GetGameMode(this), returning the active AGameModeBase* for the current world.View C++ equivalent →

Get Game State

Get Game State maps to UGameplayStatics::GetGameState(this), which returns the replicated AGameStateBase* available on both server and clients.View C++ equivalent →

Project World to Screen

Project World to Screen is UGameplayStatics::ProjectWorldToScreen(), converting a 3D FVector world location into 2D FVector2D screen coordinates for a player.View C++ equivalent →

Deproject Screen to World

Deproject Screen to World is UGameplayStatics::DeprojectScreenToWorld(), converting a 2D screen point into a world-space position and direction for tracing.View C++ equivalent →

Open Level (by Name)

Open Level (by Name) is UGameplayStatics::OpenLevel(this, "MapName"), which performs a travel to load a different level by its name.View C++ equivalent →

Set Game Paused

Set Game Paused maps to UGameplayStatics::SetGamePaused(this, bPaused), which pauses or resumes gameplay based on a bool.View C++ equivalent →

Spawn Decal at Location

Spawn Decal at Location is UGameplayStatics::SpawnDecalAtLocation(), which creates a UDecalComponent projecting a material onto surfaces at a chosen point.View C++ equivalent →

Draw Debug Line

Draw Debug Line maps to the global DrawDebugLine() function, which renders a colored line between two points for visual debugging.View C++ equivalent →

Draw Debug Box

Draw Debug Box maps to the global DrawDebugBox() function, which renders a wireframe box defined by a center and an extent for debugging.View C++ equivalent →

Is Valid

The Is Valid node maps to a simple pointer null check (if (Object)) or to UKismetSystemLibrary::IsValid(), both of which guard against using invalid objects.View C++ equivalent →

Quit Game

The Quit Game Blueprint node maps to UKismetSystemLibrary::QuitGame() in C++, which takes a world context, the quitting APlayerController, an EQuitPreference value, and a flag to ignore platform restrictions.View C++ equivalent →

Sphere Trace By Channel

Sphere Trace By Channel becomes UKismetSystemLibrary::SphereTraceSingle() in C++, which sweeps a sphere of a given radius along a trace channel and returns the first blocking hit in an FHitResult.View C++ equivalent →

Line Trace For Objects

Line Trace For Objects maps to GetWorld()->LineTraceSingleByObjectType() in C++, which traces against object types listed in an FCollisionObjectQueryParams rather than a trace channel.View C++ equivalent →

Get Game Time In Seconds

Get Game Time In Seconds maps to GetWorld()->GetTimeSeconds() in C++, returning the number of seconds the world has been running. UGameplayStatics::GetTimeSeconds(this) is the equivalent static helper.View C++ equivalent →

Get World Delta Seconds

Get World Delta Seconds maps to GetWorld()->GetDeltaSeconds() in C++, returning the time in seconds that elapsed during the last frame.View C++ equivalent →

Get Game Instance

Get Game Instance maps to GetGameInstance() in C++, returning the UGameInstance that persists for the whole session. UGameplayStatics::GetGameInstance(this) is the static equivalent.View C++ equivalent →

Spawn Sound Attached

Spawn Sound Attached maps to UGameplayStatics::SpawnSoundAttached() in C++, which creates a UAudioComponent that plays a sound and follows the component it is attached to.View C++ equivalent →