4. Node Reference
Below are the Node types that are officially recognized by the UBF Specification. Included are the expected inputs and outputs for each Node type, and notes about dynamic inputs and generic types where relevant.
Some nodes have dynamic inputs. Some dynamic inputs can be repeated, with the name ending in .[n]. In this case, the
input can be repeated any number of times, as long as the value of n is different (usually incrementing numbers, but
specified for each node). The other type of dynamic inputs are where the Port ID is not declared, but should correspond
to a value. This is represented by {value}. Each node will describe what that value should evaluate to. These can also
be repeated, with different values.
Returns an array element at the specified index.
type: AtIndex
inputs:
- id: Array
type: Array<T>,
- id: Index
type: int
outputs:
- id: Element
type: T
T: AnyReturns the first element of an Array.
type: First
inputs:
- id: Array
type: Array<T>
outputs:
- id: Element
type: T
T: AnyIterates over all elements in an Array.
type: ForEach
inputs:
- id: Exec
type: exec,
- id: Array
type: Array<T>
outputs:
- id: Exec
type: exec,
- id: Loop
type: exec,
- id: Element
type: T,
- id: Index
type: int
T: AnyReturns the length of a given array.
type: Length
inputs:
- id: Array
type: Array<T>
outputs:
- id: Length
type: int
T: AnyThe start of execution flow in the Blueprint.
type: Entry
inputs: None
outputs:
- id: Exec
type: exec
Runs another blueprint with the provided inputs.
type: ExecuteBlueprint
inputs:
- id: Exec
type: exec,
- id: Blueprint
type: Resource<Blueprint>,
- id: In.{Binding ID}
type: unknown
outputs:
- id: Exec
type: exec,
- id: Out.{Binding ID}
type: unknown
For the Inputs and Outputs of this node, the Port IDs should match the Inputs and Outputs respectively of the blueprint that is being run. Any values that are assigned to the Inputs should be passed in as the corresponding Inputs to the Blueprint, and any Output that the Blueprint produces should be forwarded to the corresponding Outputs of this node.
Call a function that is defined in the functions section of the Blueprint.
type: ExecuteFunction
inputs:
- id: Exec
type: exec,
- id: FunctionID
type: string,
- id: In.{Function Binding ID}
type: unknown
outputs:
- id: Exec
type: exec,
- id: Out.{Function Binding ID}
type: unknown
The inputs and outputs of this node correspond to the Function inputs and outputs. The inputs are passed into the function, and function outputs are forwarded to this node's outputs. The Graph input corresponds to the ID of the function to call
Represents a true or false value.
type: BoolLiteral
inputs:
- id: Value
type: boolean
outputs:
- id: Bool
type: boolean
Represents an RGBA color.
type: ColorLiteral
inputs:
- id: R
type: float,
- id: G
type: float,
- id: B
type: float,
- id: A
type: float
outputs:
- id: Color
type: Color
RGBA values are from 0-1
Represents a floating point number.
type: FloatLiteral
inputs:
- id: Value
type: float
outputs:
- id: Float
type: float
Represents an integer value.
type: IntLiteral
inputs:
- id: Value
type: int
outputs:
- id: Int
type: int
Returns true if both of the inputs are true.
type: And
inputs:
- id: A
type: boolean,
- id: B
type: boolean
outputs:
- id: Result
type: boolean
Execution follows one of the paths based on a true or false value.
type: Branch
inputs:
- id: Exec
type: exec,
- id: Condition
type: boolean
outputs:
- id: True
type: exec,
- id: False
type: exec
Returns true if both inputs are the same.
type: Equals
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: boolean
T: string, int, float, booleanReturns true if A is higher than B.
type: GreaterThan
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: boolean
T: int, floatReturns true if A is higher or the same as B.
type: GreaterThanOrEquals
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: boolean
T: int, floatReturns true if the input is null.
type: IsNull
inputs:
- id: Value
type: T
outputs:
- id: IsNull
type: boolean
T: Material, Resource<Blueprint>, Resource<Mesh>, Resource<Texture>, MeshConfig, MeshRenderer, SceneNodeReturns true if A is lower than B.
type: LessThan
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: boolean
T: int, floatReturns true if A is lower or the same as B.
type: LessThanOrEquals
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: boolean
T: int, floatConverts values of one type into another.
type: MapValue
inputs:
- id: Value
type: T,
- id: Default
type: U,
- id: Input.[n]
type: T,
- id: Output.[n]
type: U
outputs:
- id: Result
type: U
T: AnyU: AnyWhere [n] starts at 1. Any number of Input.[n]/Output.[n] pairs can be added, as long as [n] is incremented by 1.
Each Input.[n] input must be accompanied by an Output.[n] input.
Returns the opposite of the input.
type: Not
inputs:
- id: Value
type: boolean
outputs:
- id: Result
type: boolean
Returns true if both inputs are different.
type: NotEquals
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: boolean
T: string, int, float, booleanReturns true if at least one of the inputs is true.
type: Or
inputs:
- id: A
type: boolean,
- id: B
type: boolean
outputs:
- id: Result
type: boolean
Returns one of two options based on a boolean value.
type: Pick
inputs:
- id: True
type: T,
- id: False
type: T,
- id: Condition
type: boolean
outputs:
- id: Result
type: T
T: AnyApplies a Material to a Mesh.
type: ApplyMaterial
inputs:
- id: Exec
type: exec,
- id: MaterialIndex
type: int,
- id: Renderer
type: MeshRenderer,
- id: Material
type: Material
outputs:
- id: Exec
type: exec
Returns a material based on a decal shader.
type: MakeDecalMaterial
inputs:
- id: RenderMode
type: string,
- id: AlphaTexture
type: Resource<Texture>,
- id: UseAlphaTexture
type: boolean,
- id: DiffuseTexture
type: Resource<Texture>,
- id: BaseColor
type: Color,
- id: UseAlpha
type: boolean,
- id: FresnelIOR
type: float,
- id: Opacity
type: float,
- id: UseEmission
type: boolean,
- id: UseEmissiveTint
type: boolean,
- id: EmissiveTexture
type: Resource<Texture>,
- id: EmissiveColorBoost
type: float,
- id: EmissiveTint
type: Color,
- id: EmissiveTintBoost
type: float,
- id: UseNormalMap
type: boolean,
- id: NormalTexture
type: Resource<Texture>,
- id: UseORM
type: boolean,
- id: ORM
type: Resource<Texture>,
- id: Occlusion
type: float,
- id: Roughness
type: float,
- id: Metallic
type: float,
- id: UseDecals
type: boolean,
- id: DecalTexture
type: Resource<Texture>,
- id: TintBase
type: Color,
- id: DarkenBase
type: float,
- id: RoughBase
type: float,
- id: MetalBase
type: float,
- id: FlakesBase
type: float,
- id: TintA
type: Color,
- id: DarkenA
type: float,
- id: RoughA
type: float,
- id: MetalA
type: float,
- id: FlakesA
type: float,
- id: TintB
type: Color,
- id: DarkenB
type: float,
- id: RoughB
type: float,
- id: MetalB
type: float,
- id: FlakesB
type: float,
- id: TintC
type: Color,
- id: DarkenC
type: float,
- id: RoughC
type: float,
- id: MetalC
type: float,
- id: FlakeC
type: float
outputs:
- id: Material
type: Material
Render Mode must be equal to one of the three following values: UseDiffuse, SolidColor, or VertexColor
Returns a material based on a fur shader.
type: MakeFurMaterial
inputs:
- id: RenderMode
type: string,
- id: DiffuseTexture
type: Resource<Texture>,
- id: BaseColor
type: Color,
- id: UseAlpha
type: boolean,
- id: FresnelIOR
type: float,
- id: Opacity
type: float,
- id: UseEmission
type: boolean,
- id: UseEmissiveTint
type: boolean,
- id: EmissiveTexture
type: Resource<Texture>,
- id: EmissiveColorBoost
type: float,
- id: EmissiveTint
type: Color,
- id: EmissiveTintBoost
type: float,
- id: UseNormalMap
type: boolean,
- id: NormalTexture
type: Resource<Texture>,
- id: UseORM
type: boolean,
- id: ORM
type: Resource<Texture>,
- id: Occlusion
type: float,
- id: Roughness
type: float,
- id: Metallic
type: float,
- id: HeightMap
type: Resource<Texture>,
- id: IdMap
type: Resource<Texture>
outputs:
- id: Material
type: Material
Render Mode must be equal to one of the three following values: UseDiffuse, SolidColor, or VertexColor
Returns a material based on a hair shader.
type: MakeHairMaterial
inputs:
- id: RenderMode
type: string,
- id: AlphaTexture
type: Resource<Texture>,
- id: UseAlphaTexture
type: boolean,
- id: DiffuseTexture
type: Resource<Texture>,
- id: BaseColor
type: Color,
- id: UseAlpha
type: boolean,
- id: FresnelIOR
type: float,
- id: Opacity
type: float,
- id: UseEmission
type: boolean,
- id: UseEmissiveTint
type: boolean,
- id: EmissiveTexture
type: Resource<Texture>,
- id: EmissiveColorBoost
type: float,
- id: EmissiveTint
type: Color,
- id: EmissiveTintBoost
type: float,
- id: UseNormalMap
type: boolean,
- id: NormalTexture
type: Resource<Texture>,
- id: UseORM
type: boolean,
- id: ORM
type: Resource<Texture>,
- id: Occlusion
type: float,
- id: Roughness
type: float,
- id: Metallic
type: float
outputs:
- id: Material
type: Material
Render Mode must be equal to one of the three following values: UseDiffuse, SolidColor, or VertexColor
Returns a material based on a PBR shader.
type: MakePBRMaterial
inputs:
- id: RenderMode
type: string,
- id: AlphaTexture
type: Resource<Texture>,
- id: UseAlphaTexture
type: boolean,
- id: DiffuseTexture
type: Resource<Texture>,
- id: BaseColor
type: Color,
- id: UseAlpha
type: boolean,
- id: FresnelIOR
type: float,
- id: Opacity
type: float,
- id: UseEmission
type: boolean,
- id: UseEmissiveTint
type: boolean,
- id: EmissiveTexture
type: Resource<Texture>,
- id: EmissiveColorBoost
type: float,
- id: EmissiveTint
type: Color,
- id: EmissiveTintBoost
type: float,
- id: UseNormalMap
type: boolean,
- id: NormalTexture
type: Resource<Texture>,
- id: UseORM
type: boolean,
- id: ORM
type: Resource<Texture>,
- id: Occlusion
type: float,
- id: Roughness
type: float,
- id: Metallic
type: float
outputs:
- id: Material
type: Material
Render Mode must be equal to one of the three following values: UseDiffuse, SolidColor, or VertexColor
Returns a material based on an alternate skin shader.
type: MakeSkin02Material
inputs:
- id: BaseColorTexture
type: Resource<Texture>,
- id: AmbientOcclusion
type: float,
- id: ColorTint
type: Color,
- id: ORMTexture
type: Resource<Texture>,
- id: Metallic
type: float,
- id: Roughness
type: float,
- id: NormalTexture
type: Resource<Texture>,
- id: NormalStrength
type: float,
- id: FlipNormal
type: boolean,
- id: Fresnel
type: boolean,
- id: FresnelColor
type: Color,
- id: FresnelPower
type: float,
- id: UseEmission
type: boolean,
- id: EmissiveTint
type: Color,
- id: EmissiveStrength
type: float,
- id: EmissiveTexture
type: Resource<Texture>,
- id: FreckleTexture
type: Resource<Texture>,
- id: FreckleOpacity
type: float,
- id: FreckleTint
type: Color,
- id: TattooTexture
type: Resource<Texture>,
- id: TattooTint
type: Color,
- id: BeardTexture
type: Resource<Texture>,
- id: BeardOpacity
type: float,
- id: BeardTint
type: Color,
- id: FacePaintTexture
type: Resource<Texture>,
- id: FacePaintOpacity
type: float
outputs:
- id: Material
type: Material
Returns a material based on a specialized skin shader.
type: MakeSkinMaterial
inputs:
- id: GCLSTexture
type: Resource<Texture>,
- id: NormalTexture
type: Resource<Texture>,
- id: ORSTexture
type: Resource<Texture>,
- id: SkinColor
type: Color,
- id: Redness
type: Color,
- id: LipColor
type: Color,
- id: SkinVariation
type: float,
- id: DarkAreaHue
type: float,
- id: DarkAreaSaturation
type: float,
- id: DarkAreaValue
type: float,
- id: RoughnessStrength
type: float,
- id: AOStrength
type: float,
- id: BuzzcutTexture
type: Resource<Texture>,
- id: StubbleTexture
type: Resource<Texture>,
- id: FrecklesTexture
type: Resource<Texture>,
- id: MolesTexture
type: Resource<Texture>,
- id: ScarsTexture
type: Resource<Texture>,
- id: HairColor
type: Color,
- id: FreckleColor
type: Color,
- id: MoleColor
type: Color,
- id: ScarColor
type: Color,
- id: StubbleGrowth
type: float,
- id: StubbleContrast
type: float,
- id: MoleNormalStrength
type: float,
- id: ScarColorContrast
type: float,
- id: ScarColorFalloff
type: float,
- id: ScarNormalStrength
type: float
outputs:
- id: Material
type: Material
Returns the sum of two numbers.
type: Add
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: T
T: int, floatReturns the product of A and B.
type: Multiply
inputs:
- id: A
type: T,
- id: B
type: T
outputs:
- id: Result
type: T
T: int, floatConverts a string into a JSON object.
type: DeserializeJson
inputs:
- id: String
type: string
outputs:
- id: Json
type: Json,
- id: Success
type: boolean
Retrieves an array at the specified path from a JSON object.
type: GetJsonArrayAttribute
inputs:
- id: Json
type: Json,
- id: AttributePath
type: string
outputs:
- id: Result
type: Array<Json>
The AttributePath input must be a series of property names separated by a .. To specify an array element, use [x], where x is the 0-based index of the element to retrieve. For example, for this JSON object:
{
"Property": {
"Array": [
{
"Object": {
"Hello": "World"
}
}
]
}
}
To retrieve the value of Object, you would supply the AttributePath Property.Array.[0]
Retrieves a boolean value at the specified path from a JSON object.
type: GetJsonBoolAttribute
inputs:
- id: Json
type: Json,
- id: AttributePath
type: string
outputs:
- id: Result
type: boolean
The AttributePath input must be a series of property names separated by a .. To specify an array element, use [x], where x is the 0-based index of the element to retrieve. For example, for this JSON object:
{
"Property": {
"Array": [
{
"Object": {
"Bool": false
}
}
]
}
}
To retrieve the value of Bool, you would supply the AttributePath Property.Array.[0].Bool
Retrieves a float value at the specified path from a JSON object.
type: GetJsonFloatAttribute
inputs:
- id: Json
type: Json,
- id: AttributePath
type: string
outputs:
- id: Result
type: float
The AttributePath input must be a series of property names separated by a .. To specify an array element, use [x], where x is the 0-based index of the element to retrieve. For example, for this JSON object:
{
"Property": {
"Array": [
{
"Object": {
"Float": 1.5
}
}
]
}
}
To retrieve the value of Float, you would supply the AttributePath Property.Array.[0].Float
Retrieves an int value at the specified path from a JSON object.
type: GetJsonIntAttribute
inputs:
- id: Json
type: Json,
- id: AttributePath
type: string
outputs:
- id: Result
type: int
The AttributePath input must be a series of property names separated by a .. To specify an array element, use [x], where x is the 0-based index of the element to retrieve. For example, for this JSON object:
{
"Property": {
"Array": [
{
"Object": {
"Integer": 1
}
}
]
}
}
To retrieve the value of Integer, you would supply the AttributePath Property.Array.[0].Integer
Retrieves an object at the specified path from a JSON object.
type: GetJsonObjectAttribute
inputs:
- id: Json
type: Json,
- id: AttributePath
type: string
outputs:
- id: Result
type: Json
The AttributePath input must be a series of property names separated by a .. To specify an array element, use [x], where x is the 0-based index of the element to retrieve. For example, for this JSON object:
{
"Property": {
"Array": [
{
"Object": {}
}
]
}
}
To retrieve the value of Array, you would supply the AttributePath Property.Array
Retrieves a string value at the specified path from a JSON object.
type: GetJsonStringAttribute
inputs:
- id: Json
type: Json,
- id: AttributePath
type: string
outputs:
- id: Result
type: string
The AttributePath input must be a series of property names separated by a .. To specify an array element, use [x], where x is the 0-based index of the element to retrieve. For example, for this JSON object:
{
"Property": {
"Array": [
{
"Object": {
"String": "Hello!"
}
}
]
}
}
To retrieve the value of String, you would supply the AttributePath Property.Array.[0].String
Attempts to parse a boolean value from a string.
type: ParseBool
inputs:
- id: String
type: string
outputs:
- id: Result
type: boolean
Attempts to parse a float value from a string.
type: ParseFloat
inputs:
- id: String
type: string
outputs:
- id: Result
type: float
Creates a new runtime Blueprint resource from a URL
type: CreateBlueprintResource
inputs:
- id: Exec
type: exec,
- id: URI
type: string
outputs:
- id: Exec
type: exec,
- id: Blueprint
type: Resource<Blueprint>
Creates a new runtime GLB resource from a URL
type: CreateGLBResource
inputs:
- id: Exec
type: exec,
- id: URI
type: string
outputs:
- id: Exec
type: exec,
- id: GLB
type: Resource<GLB>
Creates a new runtime Mesh resource from a URL
type: CreateMeshResource
inputs:
- id: Exec
type: exec,
- id: URI
type: string,
- id: MeshID
type: string
outputs:
- id: Exec
type: exec,
- id: Mesh
type: Resource<Mesh>
Sets the parent of a given SceneNode
type: AttachSceneNode
inputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode,
- id: Parent
type: SceneNode
outputs:
- id: Exec
type: exec
Applies a given rig to a set of Mesh Renderers. This allows the meshes to follow the original rig's animations.
type: BindMeshes
inputs:
- id: Exec
type: exec,
- id: Meshes
type: Array<MeshRenderer>,
- id: Rig
type: Rig
outputs:
- id: Exec
type: exec
Creates a MeshConfig object based on a given mesh.
type: CreateMeshConfig
inputs:
- id: Exec
type: exec,
- id: Resource
type: T,
- id: ConfigKey
type: string
outputs:
- id: Exec
type: exec,
- id: MeshConfig
type: MeshConfig
T: Resource<Mesh>, Resource<GLB>ConfigKey should be provided when there is no existing Mesh that can be passed to the Resource input. At that point, it is on the Interpreter to provide a MeshConfig object that corresponds to that key.
Instantiates a new SceneNode.
type: CreateSceneNode
inputs:
- id: Exec
type: exec,
- id: Name
type: string,
- id: Parent
type: SceneNode
outputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode
If no Parent input is provided, or the input is a null value, the Interpreter should provide a default.
Returns all Scene Objects (SceneNodes, MeshRenderers, or Rigs) in the given array whose names match the filter
type: FilterSceneObjects
inputs:
- id: SceneObjects
type: Array<T>,
- id: Filter
type: string
outputs:
- id: Filtered
type: Array<T>
T: SceneNode, MeshRenderer, RigReturns all the child SceneNodes of the provided SceneNode (See Hierarchy)
type: GetChildSceneNodes
inputs:
- id: SceneNode
type: SceneNode,
- id: Recursive
type: boolean
outputs:
- id: Children
type: Array<SceneNode>
If the Recursive input is true, all SceneNodes in the hierarchy under SceneNode will be returned. If false, only the direct children are returned.
Returns the parent SceneNode of the provided SceneNode (See Hierarchy)
type: GetParentSceneNode
inputs:
- id: SceneNode
type: SceneNode
outputs:
- id: Parent
type: SceneNode
Returns all the bones (Scene Nodes) in a given Rig's hierarchy
type: GetRigBones
inputs:
- id: Rig
type: Rig
outputs:
- id: Bones
type: Array<SceneNode>
Returns the root bone (Scene Node) in a given Rig's hierarchy
type: GetRigRootBone
inputs:
- id: Rig
type: Rig
outputs:
- id: RootBone
type: SceneNode
Returns all the Scene Components of a given type that are attached to the provided SceneNode
type: GetSceneComponents
inputs:
- id: SceneNode
type: SceneNode,
- id: Type
type: string
outputs:
- id: SceneComponents
type: Array<T>
T: MeshRenderer, RigType must be equal to either MeshRenderer or Rig. This signifies what the type of the SceneComponents output should be
Returns the SceneNode that the given Scene Component is attached to
type: GetSceneNode
inputs:
- id: SceneComponent
type: T
outputs:
- id: SceneNode
type: SceneNode
T: MeshRenderer, RigReturns the name of a given Scene Object (SceneNode, MeshRenderer, or Rig)
type: GetSceneObjectName
inputs:
- id: SceneObject
type: T
outputs:
- id: Name
type: string
T: SceneNode, MeshRenderer, RigSet the blend shape weight on a Mesh.
type: SetBlendShape
inputs:
- id: Exec
type: exec,
- id: Renderer
type: MeshRenderer,
- id: BlendShapeID
type: string,
- id: Value
type: float
outputs:
- id: Exec
type: exec
Set a SceneNode enabled or disabled based on a boolean input.
type: SetSceneNodeEnabled
inputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode,
- id: Enabled
type: boolean
outputs:
- id: Exec
type: exec
Instantiates a Mesh in the scene.
type: SpawnMesh
inputs:
- id: Exec
type: exec,
- id: Mesh
type: Resource<Mesh>,
- id: Parent
type: SceneNode,
- id: Config
type: MeshConfig
outputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode,
- id: Renderer
type: MeshRenderer
Instantiates a GLB Model in the scene.
type: SpawnModel
inputs:
- id: Exec
type: exec,
- id: GLB
type: Resource<GLB>,
- id: Parent
type: SceneNode,
- id: Config
type: MeshConfig
outputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode,
- id: Renderers
type: Array<MeshRenderer>
Instantiates multiple meshes in the scene to use as LOD levels for a model.
type: SpawnModelWithLODs
inputs:
- id: Exec
type: exec,
- id: Meshes
type: Array<Resource<Mesh>>,
- id: Parent
type: SceneNode,
- id: Config
type: MeshConfig
outputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode,
- id: Renderer
type: MeshRenderer
Apply a position transform to a SceneNode.
type: TransformPosition
inputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode,
- id: WorldSpace
type: boolean,
- id: Additive
type: boolean,
- id: Right
type: float,
- id: Up
type: float,
- id: Forward
type: float
outputs:
- id: Exec
type: exec
Apply a rotation transform to a SceneNode.
type: TransformRotation
inputs:
- id: Exec
type: exec,
- id: SceneNode
type: SceneNode,
- id: WorldSpace
type: boolean,
- id: Additive
type: boolean,
- id: Pitch
type: float,
- id: Yaw
type: float,
- id: Roll
type: float
outputs:
- id: Exec
type: exec
Concatenates two strings, and returns the result.
type: Append
inputs:
- id: A
type: string,
- id: B
type: string
outputs:
- id: Result
type: string
Returns true if the provided string contains the substring.
type: Contains
inputs:
- id: String
type: string,
- id: Substring
type: string,
- id: IgnoreCase
type: boolean
outputs:
- id: Contains
type: boolean
Returns the original string with instances of {x} replaced by the input at that index.
type: FormatString
inputs:
- id: FormatString
type: string,
- id: Item.[n]
type: string
outputs:
- id: Result
type: string
Example: Given the input string "Hello, {1}. My name is {2}", where Item.1 = "Fred" and Item.2 = "George", the Result string would be "Hello, Fred. My name is George".
Returns that input string with all instances of a given substring replaced with another.
type: Replace
inputs:
- id: String
type: string,
- id: ToReplace
type: string,
- id: Replacement
type: string
outputs:
- id: Result
type: string
Splits the string by the separator, and returns an array of the separated chunks.
type: Split
inputs:
- id: String
type: string,
- id: Separator
type: string
outputs:
- id: Parts
type: Array<string>
Returns the input string, with every character converted to lower case.
type: ToLower
inputs:
- id: String
type: string
outputs:
- id: Result
type: string
Converts a value to its string representation.
type: ToString
inputs:
- id: Value
type: T
outputs:
- id: String
type: string
T: AnyReturns the value of a Binding.
type: Get
inputs:
- id: BindingName
type: unknown
outputs:
- id: Value
type: T
T: AnyThe value of the Input input should be the Binding ID of the Binding you want to retrieve the value of.
Sets the value of a Binding.
type: Set
inputs:
- id: Exec
type: exec,
- id: BindingName
type: unknown,
- id: Value
type: unknown
outputs:
- id: Exec
type: exec
Sets the value of all output Bindings.
type: SetOutputs
inputs:
- id: Exec
type: exec,
- id: In.{Binding ID}
type: unknown
outputs:
- id: Exec
type: exec
Binding ID should match the id field of a Binding in your Blueprint. For the following Binding:
{
"id": "Example",
"scope": "input",
"type": "string",
"value": "Hello, World!",
}
Then setting "Out.Example" as the id for the input should make the node set the value for this Binding. You can have multiple inputs that correspond to different Binding IDs, to set many values at the same time.