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 toUKismetSystemLibrary::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 toUGameplayStatics::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 toUGameplayStatics::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 toUGameplayStatics::SpawnEmitterAtLocation, which spawns a Cascade UParticleSystem and returns a UParticleSystemComponent*.View C++ equivalent →Line Trace By Channel
Line Trace By Channel maps toGetWorld()->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 toGetWorld()->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 toUGameplayStatics::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 toUGameplayStatics::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 toUGameplayStatics::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 templatedGetWorld()->SpawnActor<AActor>(ActorClass, Location, Rotation, SpawnParameters), which instantiates an actor at runtime.View C++ equivalent →Play Sound 2D
Play Sound 2D maps toUGameplayStatics::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 toUGameplayStatics::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 toUGameplayStatics::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++ isUGameplayStatics::ApplyRadialDamage(), which spreads damage to every actor inside a radius around an origin point.View C++ equivalent →Get Game Mode
Get Game Mode isUGameplayStatics::GetGameMode(this), returning the active AGameModeBase* for the current world.View C++ equivalent →Get Game State
Get Game State maps toUGameplayStatics::GetGameState(this), which returns the replicated AGameStateBase* available on both server and clients.View C++ equivalent →Project World to Screen
Project World to Screen isUGameplayStatics::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 isUGameplayStatics::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) isUGameplayStatics::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 toUGameplayStatics::SetGamePaused(this, bPaused), which pauses or resumes gameplay based on a bool.View C++ equivalent →Spawn Decal at Location
Spawn Decal at Location isUGameplayStatics::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 globalDrawDebugLine() function, which renders a colored line between two points for visual debugging.View C++ equivalent →Draw Debug Box
Draw Debug Box maps to the globalDrawDebugBox() 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 toUKismetSystemLibrary::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 becomesUKismetSystemLibrary::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 toGetWorld()->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 toGetWorld()->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 toGetWorld()->GetDeltaSeconds() in C++, returning the time in seconds that elapsed during the last frame.View C++ equivalent →Get Game Instance
Get Game Instance maps toGetGameInstance() 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 toUGameplayStatics::SpawnSoundAttached() in C++, which creates a UAudioComponent that plays a sound and follows the component it is attached to.View C++ equivalent →