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Scooter Utilities Blueprint Nodes ​

An overview of the Blueprint nodes included with Scooter Utilities.

Scooter Utilities includes a runtime Blueprint library with practical helpers grouped by purpose. Unlike the editor tools, these nodes work in packaged games as well as in the editor. You can also call them from your own code; see the C++ Reference.

Node Categories ​

All nodes live under the Scooter Utilities category in the Blueprint node browser.

CategoryDescription
JSONBuild, parse, and modify JSON strings.
File IOLoad, save, and append text files in the project's Saved or Content folders, or the user's Documents folder.
Global ConfigRead and write values in project config or the current user's editor settings.
Debug PrintWrite timestamped messages to the Output Log and, optionally, a log file.
Blueprint ReflectionFind out which Blueprint a call came from, along with its content paths.
Lorem IpsumGenerate placeholder text for UI mockups and layout testing.

Finding Nodes ​

  1. Open any Blueprint and Right-click on the graph to open the node browser.

  2. Type Scooter Utilities to list every node, or search with keywords like json, config, log, file, or lorem.

Each node has a tooltip that describes its parameters and behavior. Hover over a node or one of its pins to see it.

Editor-Only Behavior and Packaging ​

Some nodes, like Get Calling Blueprint Path and Get Calling Blueprint Info, return the most detailed information in editor builds. In packaged builds they fall back to class-level information. See each node's page for details.

TIP

Need an example? If you'd like code snippets or Blueprint graphs for any of these nodes, open an issue and ask.