Releases: Program132/BlueprintRobloxEditor
V2.4 : UI Animations, new features!
You can now animate UI objects :
2026-05-24-12-55-36.mp4
You are able to "select" more than one node, hold down your left click (without targeting any node), drag the mouse to select an area, and you will be able to move the selected nodes (note: it works to delete as well, not only to move nodes).
Moreover, to make your graphs look "cleaner", you can activate the "snap" option which is already present for UI design (in the image below you have to click on the second button)


You can now add comments to your graph (you select more than 1 node, press C and you have it):

V2.3 : Design updated, UI Script type update, and more !
V2.2 : New BRE script type, added some simple nodes
NPC
| Node | Type | Summary |
|---|---|---|
| NPC OnDeath | Event | Triggers when the NPC humanoid dies (health reaches 0). |
| NPC OnDamaged | Event | Triggers when the NPC humanoid's health changes, outputting the current health value. |
| NPC OnLoop | Event | Triggers repeatedly inside a task loop (with custom delay) for NPC updates and AI behavior. |
| NPC OnChildAdded | Event | Triggers when a new instance is added to the NPC character model. |
| NPC OnChildRemoved | Event | Triggers when an instance is removed from the NPC character model. |
| NPC OnTargetReached | Event | Triggers when the NPC humanoid completes a MoveTo action. |
| NPC OnStateChanged | Event | Triggers when the NPC humanoid changes state, outputting the old and new states. |
| NPC MoveTo | Method | Commands the humanoid to walk towards a specific Vector3 position or target Part. |
| NPC StopMoving | Method | Instantly stops the current movement of the NPC humanoid. |
| NPC PathfindTo | Method | Computes a path to a Vector3 position using PathfindingService and makes the NPC walk through the path waypoints (including jumping if needed). |
| NPC LookAt | Method | Rotates the NPC's primary part to face a target position or Instance. |
| NPC PlayAnimation | Method | Plays an animation track on the humanoid's Animator from an Animation object or Asset ID. |
| NPC StopAnimation | Method | Stops a playing animation track on the humanoid's Animator. |
| NPC EquipTool | Method | Equips a Tool instance on the NPC's humanoid if it exists. |
| NPC UnequipTools | Method | Unequips all currently held tools, returning them to the character's Backpack. |
| NPC SetWalkSpeed | Method | Modifies the WalkSpeed property of the NPC humanoid. |
| NPC SetJumpPower | Method | Modifies the JumpPower property of the NPC humanoid. |
| NPC GetClosestPlayer | Method | Finds the closest active player character within a maximum range, returning the Player, Character, and distance. |
| NPC CanSeeTarget | Method | Raycasts from the NPC's primary part to a target position or part to check for line of sight, ignoring obstacles specified in an ignore list. |
| NPC Respawn | Method | Respawns the NPC by cloning a backup template from ServerStorage to the workspace at the target position. |
Others
| Node | Type | Summary |
|---|---|---|
| Simple Tween | Method | Creates and plays a tween for a single property of an Instance in one action, bypassing the need to get TweenService or construct TweenInfo manually. |
| Simple Raycast | Method | Performs a physical raycast in the workspace from an origin toward a direction. Automatically manages RaycastParams and returns detailed hit information (HitPart, Position, Normal, Material, and Distance). |
Example
2026-05-21-10-10-37.mp4

V2.1: New BRE Script type, For in pairs, and more!
V2.0: ReflectionService as a new "backend" system, new UI
Hello, on the forum, some users gave me a great idea for making the project fully functional, with access to all the methods, events, and properties of each Roblox class.
To achieve this, as suggested by several people, we use the ReflectionService.
Furthermore, enums are also generated automatically.
However, some nodes can still be defined manually, and some are always present, such as the os library, strings, Vector3, etc., and more specifically Player, which is not defined automatically because of events, for example (since it is essentially two nested events).
In addition, some minor design changes have been implemented: the modal for searching for nodes, the modal for selecting an enum value, and the I/O (input & output) of the nodes are now typed (you can see their type).

V1.8: UI, Animations and more!
UI Instance conversions
| Node | Key Properties | Category |
|---|---|---|
| Instance to ScreenGui | DisplayOrder, Enabled, ResetOnSpawn, ScreenInsets, ZIndexBehavior | UI |
| Instance to Frame | Style (FrameStyle), Background, Border, Visible, LayoutOrder | UI |
| Instance to ScrollingFrame | CanvasSize, CanvasPosition, ScrollingDirection, ScrollBarThickness | UI |
| Instance to TextBox | Text, PlaceholderText, MultiLine, ClearTextOnFocus, CursorPosition | UI |
| Instance to TextLabel | Text, Font, FontSize, RichText, TextScaled, TextAlignment | UI |
| Instance to TextButton | Text Properties + AutoButtonColor, Selected, Style | UI |
| Instance to ImageLabel | Image, ImageTransparency, ScaleType, SliceCenter, IsLoaded | UI |
| Instance to ImageButton | Image Properties + HoverImage, PressedImage, HapticEffects | UI |
UI Methods & Functions
| Node | Type | Summary |
|---|---|---|
| UI CaptureFocus | Method | Forces the player's focus onto a TextBox for typing. |
| UI ReleaseFocus | Method | Closes the TextBox input (with optional submission). |
| UI IsFocused | Function | Returns true if the player is currently typing in the TextBox. |
| UI GetScrollVelocity | Function | Returns the Vector2 velocity of a ScrollingFrame's movement. |
UI Events
| Node | Parameters | Summary |
|---|---|---|
| UI Activated | Input, ClickCount | Triggered when a button is clicked/tapped. |
| UI Focused / Lost | EnterPressed, Input | Triggered when typing starts or stops in a TextBox. |
| UI MouseEnter/Leave | X, Y | Detects hover state changes. |
| UI MouseButton1Down/Up | X, Y | Standard mouse click interactions. |
| UI TouchTap/Swipe/Pan | Positions, Direction, Velocity | Advanced mobile touch gestures. |
| UI InputBegan/Ended | InputObject | Low-level input detection. |
| UI SelectionChanged | IsSelected, Prev, Next | Detects gamepad/keyboard focus changes. |
Humanoid & Animator Nodes
Instance Conversions
| Node | Key Properties | Category |
|---|---|---|
| Instance to Humanoid | WalkSpeed, Health, JumpPower, HipHeight, AutoRotate, FloorMaterial | Conversions |
| Instance to Animator | EvaluationThrottled, RootMotion, PreferLodEnabled | Conversions |
Humanoid Methods
| Node | Type | Summary |
|---|---|---|
| Humanoid TakeDamage | Method | Applies damage to the humanoid (respecting ForceFields). |
| Humanoid MoveTo | Method | Makes the humanoid walk to a specific Vector3 or Part. |
| Humanoid ChangeState | Method | Forces the humanoid into a state (Physics, Falling, etc.). |
| Humanoid EquipTool | Method | Forces the character to equip a specific Tool instance. |
| Humanoid UnequipTools | Method | Drops or unholsters all currently held tools. |
| Humanoid GetMoveVelocity | Function | Returns the current movement velocity of the humanoid. |
Animator Methods
| Node | Type | Summary |
|---|---|---|
| Animator LoadAnimation | Method | Loads an Animation object into an AnimationTrack. |
| Animator StepAnimations | Method | Manually increments the animation state by a deltaTime. |
| GetTrackByAnimationId | Function | Finds an active track based on its Animation ID. |
| GetPlayingTracks | Function | Returns a list of all currently playing tracks. |
Events
| Node | Parameters | Summary |
|---|---|---|
| Humanoid Died | None | Triggered when Health reaches 0. |
| Humanoid HealthChanged | Health | Triggered on any health modification. |
| Humanoid Running | Speed | Triggered when the character moves on the ground. |
| Humanoid StateChanged | Old, New | Triggered when a state (like jumping/falling) changes. |
| Humanoid Touched | Part, HumanoidPart | Detects collisions with specific body parts. |
| Animator AnimationPlayed | AnimationTrack | Triggered whenever a new animation starts playing. |
WorldRoot
| Node | Type | Parameters | Summary |
|---|---|---|---|
| WorldRoot Raycast | Function | Origin, Direction, Params | Projects a line to detect collisions. Returns RaycastResult. |
| WorldRoot Blockcast | Function | CFrame, Size, Direction, Params | Projects a box volume. Best for large projectiles. |
| WorldRoot Spherecast | Function | Position, Radius, Direction, Params | Projects a sphere volume. Ideal for AoE detection. |
| WorldRoot Shapecast | Function | Part, Direction, Params | Projects a custom part's shape through space. |
| GetPartBoundsInBox | Function | CFrame, Size, Params | Finds all parts within a 3D box area. |
| GetPartBoundsInRadius | Function | Position, Radius, Params | Finds all parts within a spherical area. |
| GetPartsInPart | Function | Part, Params | Detects all parts overlapping a specific BasePart. |
| ArePartsTouchingOthers | Function | PartList, OverlapIgnored | Checks if placement is valid (not colliding). |
| WorldRoot BulkMoveTo | Method | PartList, CFrameList, EventMode | Ultra-fast movement for massive amounts of objects. |
| IKMoveTo | Method | Part, Target, Stiffness, Collisions | Computes and applies Inverse Kinematics on a limb. |
| StepPhysics | Method | dt, Parts | Manually steps the physics engine (Advanced). |
Enums
| Enum | Usage |
|---|---|
| Font / FontSize | Comprehensive list of all 53+ fonts and standard sizes. |
| ScaleType | Stretch, Slice (9-Slice), Tile, Fit, Crop. |
| ScrollingDirection | X, Y, or XY (Both). |
| ElasticBehavior | Control "bounce" effect: WhenScrollable, Always, Never. |
| ScreenInsets | Control how UI respects device safe areas (Notch, Dynamic Island). |
| TextX/YAlignment | Precise text positioning (Left, Center, Right, Top, Bottom). |
| FrameStyle | Roblox presets like ChatBlue, RobloxRound, DropShadow, etc. |
V1.7: RunService, new Enums, and more!
RunService
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| IsClient | None | boolean | Returns true if the current thread is running on the client. |
| IsServer | None | boolean | Returns true if the current thread is running on the server. |
| IsStudio | None | boolean | Returns true if the game is running inside Roblox Studio. |
| IsEdit | None | boolean | Returns true if the game is in edit mode. |
| IsRunning | None | boolean | Returns true if the game is currently running (not paused/stopped). |
| IsRunMode | None | boolean | Returns true if the game is in Run mode in Studio. |
| Pause | Exec | Exec | Pauses the game simulation. |
| Reset | Exec | Exec | Resets the game simulation to its initial state. |
| Run | Exec | Exec | Starts or resumes the game simulation. |
| Stop | Exec | Exec | Stops the game simulation. |
| SetPredictionMode | Exec, Context, Mode | Exec | Sets the prediction mode for a specific instance. |
| GetPredictionStatus | Context | Status (Enum) | Gets the current prediction status for an instance. |
| BindToRenderStep | Exec, Name, Priority, Callback | Exec | Binds a function to be called every frame with a specific priority. |
| UnbindFromRenderStep | Exec, Name | Exec | Unbinds a previously bound function from the render step. |
| BindToSimulation | Exec, Callback, Frequency, Priority | Exec | Binds a function to the physics simulation at a specific frequency. |
| Instance to RunService | Instance | ClientGitHash, RunState | Exposes properties and state of the RunService instance. |
| Heartbeat | None | Exec, DeltaTime | Fires every frame after physics simulation has completed. |
| RenderStepped | None | Exec, DeltaTime | Fires every frame before the frame is rendered (Client only). |
| Stepped | None | Exec, Time, DeltaTime | Fires every frame during physics simulation. |
| PreRender | None | Exec, DeltaTimeRender | Fires before the frame is rendered. |
| PreAnimation | None | Exec, DeltaTimeSim | Fires before animations are processed. |
| PreSimulation | None | Exec, DeltaTimeSim | Fires before the physics simulation starts. |
| PostSimulation | None | Exec, DeltaTimeSim | Fires after the physics simulation ends. |
| Misprediction | None | Exec, Time, Instances, Stats | Fires when a network prediction mismatch is detected. |
| Rollback | None | Exec, Time | Fires when the simulation rolls back to a previous state. |
HttpService
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| JSONEncode | Input | JSON (String) | Converts a Lua table or value to a JSON string. |
| JSONDecode | JSON (String) | Value | Converts a JSON string back into a Lua table or value. |
| UrlEncode | Input | Encoded | Encodes a string for safe use in a URL. |
| GenerateGUID | Wrap (Bool) | GUID | Generates a unique Global Unique Identifier. |
| GetAsync | Exec, Url, NoCache, Headers | Exec, Result | Sends an HTTP GET request and returns the response body. |
| PostAsync | Exec, Url, Data, ContentType, Compress, Headers | Exec, Result | Sends an HTTP POST request with data to a URL. |
| RequestAsync | Exec, Options (Dict) | Exec, Response (Dict) | Sends a highly customizable HTTP request (GET, POST, etc.). |
| GetSecret | Key | Secret | Retrieves a stored secret for secure API authentication. |
| CreateWebStreamClient | Type, Options | Client | Creates a web stream client for real-time data streaming. |
| Instance to HttpService | Instance | HttpEnabled | Exposes if HTTP requests are enabled in this experience. |
Lighting
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| GetMinutesAfterMidnight | None | Minutes | Returns the current time in minutes elapsed since midnight. |
| SetMinutesAfterMidnight | Exec, Minutes | Exec | Sets the time of day using minutes elapsed since midnight. |
| GetSunDirection | None | Direction (Vec3) | Returns a unit vector pointing towards the sun. |
| GetMoonDirection | None | Direction (Vec3) | Returns a unit vector pointing towards the moon. |
| LightingChanged (Event) | None | Exec, SkyChanged | Fires whenever a property of the Lighting service changes. |
| Instance to Lighting | Instance | 29 Outputs (Ambient, ClockTime, etc.) | Exposes all lighting properties and base instance state. |
Debris
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| Debris AddItem | Exec, Item, Lifetime | Exec | Adds an item to the Debris service to be automatically removed after a lifetime. |
CollectionService
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| AddTag | Exec, Instance, Tag | Exec | Adds a tag to the specified instance. |
| RemoveTag | Exec, Instance, Tag | Exec | Removes a tag from the specified instance. |
| HasTag | Instance, Tag | boolean | Returns true if the instance has the specified tag. |
| GetTags | Instance | Tags (List) | Returns a list of all tags assigned to the instance. |
| GetTagged | Tag | Instances (List) | Returns a list of all instances currently having the specified tag. |
| GetAllTags | None | Tags (List) | Returns a list of all unique tags currently in use in the experience. |
| GetInstanceAddedSignal | Tag | Exec, Instance | Fires when an instance is added to the specified tag. |
| GetInstanceRemovedSignal | Tag | Exec, Instance | Fires when an instance is removed from the specified tag. |
| TagAdded | None | Exec, Tag | Fires when a new tag is created in the experience. |
| TagRemoved | None | Exec, Tag | Fires when a tag is no longer used by any instance. |
BadgeService
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| AwardBadgeAsync | Exec, UserId, BadgeId | Exec, Success | Awards a badge to the specified user. |
| CheckUserBadgesAsync | Exec, UserId, BadgeIds | Exec, Badges (List) | Returns a list of badges from the provided list that the user owns. |
| GetBadgeInfoAsync | Exec, BadgeId | Exec, Info (Dict) | Retrieves detailed information about a specific badge. |
| UserHasBadgeAsync | Exec, UserId, BadgeId | Exec, HasBadge (Bool) | Checks if a user currently owns the specified badge. |
ProximityPrompt
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| InputHoldBegin | Exec, Prompt | Exec | Manually starts the hold progress of a prompt. |
| InputHoldEnd | Exec, Prompt | Exec | Manually ends the hold progress of a prompt. |
| Instance to ProximityPrompt | Instance | 25 Outputs (ActionText, Enabled, etc.) | Exposes all properties and base instance state of a ProximityPrompt. |
| Triggered | Prompt | Exec, Player | Fires when the prompt interaction is completed. |
| TriggerEnded | Prompt | Exec, Player | Fires when the prompt interaction is finished or interrupted. |
| PromptButtonHoldBegan | Prompt | Exec, Player | Fires when a player starts holding the prompt button. |
| PromptButtonHoldEnded | Prompt | Exec, Player | Fires when a player stops holding the prompt button. |
| PromptShown | Prompt | Exec, InputType | Fires when the prompt becomes visible to a player. |
| PromptHidden | Prompt | Exec | Fires when the prompt is hidden from a player. |
| IndicatorShown | Prompt | Exec | Fires when the prompt indicator icon is shown. |
| IndicatorHidden | Prompt | Exec | Fires when the prompt indicator icon is hidden. |
GroupService
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| GetAlliesAsync | GroupId | Allies (Pages) | Returns a list of allied groups for the specified group. |
| GetEnemiesAsync | GroupId | Enemies (Pages) | Returns a list of enemy groups for the specified group. |
| GetGroupInfoAsync | GroupId | Info (Dict) | Retrieves detailed information about a group. |
| GetGroupsAsync | UserId | Groups (List) | Returns a list of all groups the user is currently a member of. |
| PromptJoinAsync | Exec, GroupId | Exec, Status | Prompts the player to join a group and returns the status. |
Player
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| DistanceFromCharacter | Player, Point | number | Returns the distance from the player's character to a point. |
| GetFriendsOnlineAsync | Player, Max | Friends (List) | Returns a list of the player's online friends. |
| GetFriendsWhoPlayedAsync | Player | Friends (List) | Returns a list of friends who have played this experience. |
| GetJoinData | Player | JoinData (Dict) | Returns data related to how the player joined the experience. |
| GetMouse | Player | Mouse | Returns the player's Mouse object (Client side only). |
| GetNetworkPing | Player | Ping (ms) | Returns the player's current network latency. |
| GetRankInGroupAsync | Player, GroupId | Rank (number) | Returns the player's rank in a specific group. |
| GetRoleInGroupAsync | Player, GroupId | Role (string) | Returns the player's role name in a specific group. |
| HasAppearanceLoaded | Player | boolean | Returns true if the player's character appearance has loaded. |
| IsFriendsWithAsync | Player, UserId | boolean | Checks if the player is friends with another user. |
| IsInGroupAsync | Player, GroupId | boolean | Checks if the player is a member of a specific group. |
| IsVerified | Player | boolean | Returns true if the player is an ID-verified user. |
| AddReplicationFocus | Exec, Player, Part | Exec | Sets a focus point for streaming content replication. |
| ClearCharacterAppearance | Exec, Player | Exec | Removes all objects from the player's character. |
| Kick | Exec, Player, Message | Exec | Disconnects the player from the experience with a message. |
| LoadCharacterAsync | Exec, Play... |
V1.6
Issues
MarketplaceService
Nodes related to purchases, product info, and subscriptions.
Getters (Data retrieval)
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| GetProductInfoAsync | AssetId, InfoType | Info (Dict) | Gets information about an asset or product. |
| GetDeveloperProductsAsync | None | Products (List) | Gets a list of developer products for the experience. |
| GetSubscriptionProductInfoAsync | SubscriptionId | Info (Dict) | Gets information about a specific subscription product. |
| GetRobloxSubscriptionDetailsAsync | Player | Details (Dict) | Gets details about a player's Roblox-wide subscriptions. |
| GetUserSubscriptionDetailsAsync | User, SubscriptionId | Details (Dict) | Gets details about a user's specific experience subscription. |
| GetUserSubscriptionStatusAsync | User, SubscriptionId | Status (Dict) | Gets the current status of a user's subscription. |
| GetUsersPriceLevelsAsync | UserIds (List) | PriceLevels | Gets the price levels for a list of users. |
| RankProductsAsync | ProductIds (List) | Ranked | Ranks products based on performance/relevance. |
| RecommendTopProductsAsync | InfoTypes (List) | Recommended | Gets top recommended products. |
Prompts (Purchasing)
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| PromptPurchase | Exec, Player, AssetId, Equip, Currency | Exec | Prompts a player to purchase a standard asset. |
| PromptProductPurchase | Exec, Player, ProductId, Equip, Currency | Exec | Prompts a player to purchase a developer product. |
| PromptGamePassPurchase | Exec, Player, GamePassId | Exec | Prompts a player to purchase a game pass. |
| PromptBundlePurchase | Exec, Player, BundleId | Exec | Prompts a player to purchase a bundle. |
| PromptBulkPurchase | Exec, Player, Items, Options | Exec | Prompts a player for a bulk purchase of items. |
| PromptSubscriptionPurchase | Exec, User, SubscriptionId | Exec | Prompts a user to purchase a subscription. |
| PromptRobloxSubscriptionPurchase | Exec, User | Exec | Prompts a user for a Roblox-level subscription. |
| PromptCancelSubscription | Exec, User, SubscriptionId | Exec | Prompts a user to cancel an existing subscription. |
Ownership Checks
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| UserOwnsGamePassAsync | UserId, GamePassId | Owns (bool) | Checks if a user (via UserId) owns a game pass. |
| PlayerOwnsAssetAsync | Player, AssetId | Owns (bool) | Checks if a player (via Instance) owns an asset. |
| PlayerOwnsBundleAsync | Player, BundleId | Owns (bool) | Checks if a player owns a bundle. |
StarterGui
Methods for interacting with the core Roblox UI and settings.
| Node | Inputs | Outputs | Summary |
|---|---|---|---|
| StarterGui GetCore | ParameterName | Result | Gets a specific CoreGui setting or data. |
| StarterGui GetCoreGuiEnabled | CoreGuiType | Enabled (bool) | Checks if a specific Core UI element is enabled. |
| StarterGui SetCore | Exec, ParameterName, Value | Exec | Sets a specific CoreGui setting or performs an action. |
| StarterGui SetCoreGuiEnabled | Exec, CoreGuiType, Enabled | Exec | Enables or disables a specific Core UI element (e.g., Backpack, Chat). |
Instance conversions
| Node | Input | Outputs |
|---|---|---|
| Instance To StarterGui | Instance | ProcessUserInput, RtlTextSupport, ScreenOrientation, ShowDevelopmentGui, VirtualCursorMode |
Enums
| Node | Selection | Output |
|---|---|---|
| Enum InfoType | Asset, Product, GamePass, Subscription, Bundle | Enum.InfoType |
| Enum CurrencyType | Default, Robux, Tix | Enum.CurrencyType |
| Enum CoreGuiType | PlayerList, Health, Backpack, Chat, All, etc. | Enum.CoreGuiType |
| Enum UserInputState | Begin, Change, End, Cancel, None | Enum.UserInputState |
| Enum TeleportState | RequestedFromServer, WaitingForServer, InProgress, Started, Failed |
Events
| Node | Outputs | Summary |
|---|---|---|
| MarketplaceService PromptPurchaseFinished | Exec, Player, AssetId, IsPurchased | Standard asset purchase finished. |
| MarketplaceService PromptProductPurchaseFinished | Exec, UserId, ProductId, IsPurchased | Developer Product purchase finished. |
| MarketplaceService PromptGamePassPurchaseFinished | Exec, Player, GamePassId, IsPurchased | Game Pass purchase finished. |
| MarketplaceService PromptBundlePurchaseFinished | Exec, Player, BundleId, IsPurchased | Bundle purchase finished. |
| MarketplaceService PromptPremiumPurchaseFinished | Exec | Premium purchase prompt closed. |
| MarketplaceService PromptSubscriptionPurchaseFinished | Exec, User, SubscriptionId, DidTry | Subscription purchase finished. |
| MarketplaceService PromptRobloxSubscriptionPurchaseFinished | Exec, User, DidTry | Roblox-level subscription finished. |
| UserInputService DeviceAccelerationChanged | Exec, Acceleration (InputObject) | Fires when the device's acceleration changes. |
| UserInputService DeviceGravityChanged | Exec, Gravity (InputObject) | Fires when the device's gravity vector changes. |
| UserInputService DeviceRotationChanged | Exec, Rotation (InputObject), CFrame | Fires when the device's rotation (gyroscope) changes. |
| UserInputService GamepadConnected | Exec, GamepadNum (Enum) | Fires when a gamepad is connected. |
| UserInputService GamepadDisconnected | Exec, GamepadNum (Enum) | Fires when a gamepad is disconnected. |
| UserInputService InputBegan | Exec, Input (InputObject), GameProcessed (bool) | Fires when an input begins (key press, mouse click, touch). |
| UserInputService InputChanged | Exec, Input (InputObject), GameProcessed (bool) | Fires when an input changes (mouse move, joystick tilt). |
| UserInputService InputEnded | Exec, Input (InputObject), GameProcessed (bool) | Fires when an input ends (key release, mouse up). |
| UserInputService JumpRequest | Exec | Fires when the player requests a jump. |
| UserInputService LastInputTypeChanged | Exec, LastInputType (Enum) | Fires when the user switches input device (e.g. Mouse to Gamepad). |
| UserInputService PointerAction | Exec, Wheel (num), Pan (Vec2), Pinch (num), GameProcessed (bool) | Fires on special pointer actions like scrolling or trackpad gestures. |
| UserInputService TextBoxFocused | Exec, TextBoxFocused (TextBox) | Fires when a TextBox gains focus. |
| UserInputService TextBoxFocusReleased | Exec, TextBoxReleased (TextBox) | Fires when a TextBox loses focus. |
| UserInputService TouchDrag | Exec, DragDirection (Enum), NumTouches (num), GameProcessed (bool) | Fires when a user drags their finger on a touch device. |
| UserInputService TouchEnded | Exec, Touch (InputObject), GameProcessed (bool) | Fires when a touch interaction ends. |
| UserInputService TouchLongPress | Exec, Positions ({any}), State (Enum), GameProcessed (bool) | Fires when a long press is detected on a touch device. |
| UserInputService TouchMoved | Exec, Touch (InputObject), GameProcessed (bool) | Fires when a finger moves on a touch device. |
| UserInputService TouchPan | Exec, Positions ({any}), Translation (Vec2), Velocity (Vec2), State (Enum), GameProcessed (bool) | Fires when a panning gesture is detected. |
| UserInputService TouchPinch | Exec, Positions ({any}), Scale (num), Velocity (num), State (Enum), GameProcessed (bool) | Fires when a pinch gesture is detected. |
| UserInputService TouchRotate | Exec, Positions ({any}), Rotation (num), Velocity (num), State (Enum), GameProcessed (bool) | Fires when a rotation gesture is detected. |
| UserInputService TouchStarted | Exec, Touch (InputObject), GameProcessed (bool) | Fires when a touch interaction starts. |
| UserInputService TouchSwipe | Exec, SwipeDirection (Enum), NumTouches (num), GameProcessed (bool) | Fires when a swipe gesture is detected. |
| UserInputService TouchTap | Exec, Positions ({any}), GameProcessed (bool) | Fires when a quick tap is detected. |
| UserInputService TouchTapInWorld | Exec, Position (Vec2), ProcessedByUI (bool) | Fires when a tap occurs in the 3D world space. |
| UserInputService UserCFrameChanged | Exec, Type (Enum), Value (CFrame) | Fires when a VR user's CFrame changes (Head, LeftHand, etc.). |
| UserInputService WindowFocused | Exec | Fires when the game window gains focus. |
| UserInputService WindowFocusReleased | Exec | Fires when the game window loses focus. |
UserInputServices
| Node | Inputs | Outputs |
|---|---|---|
| CreateVirtualInput | - | Object |
| GamepadSupports | GamepadNum (Enum), GamepadKeyCode (Enum) | boolean |
| GetConnectedGamepads | - | {any} |
| GetDeviceAcceleration | - | InputObject |
| GetDeviceGravity | - | InputObject |
| GetDeviceRotation | - | Vector3, CFrame |
| GetFocusedTextBox | - | TextBox |
| GetGamepadConnected | GamepadNum (Enum) | boolean |
| GetGamepadState | GamepadNum (Enum) | {InputObject} |
| GetImageForKeyCode | KeyCode (Enum) | ContentId |
| GetKeysPressed | - | {InputObject} |
| GetLastInputType | - | Enum.UserInputType |
| GetMouseButtonsPressed | - | {InputObject} |
| GetMouseDelta | - | Vector2 |
| GetMouseLocation | - | Vector2 |
| GetNavigationGamepads | - | {any} |
| GetStringForKeyCode | KeyCode (Enum) | string |
| GetSupportedGamepadKeyCodes | GamepadNum (Enum) | {any} |
| GetUserCFrame | Type (Enum) | CFrame |
| IsGamepadButtonDown | GamepadNum (Enum), GamepadKeyCode (Enum) | boolean |
| IsKeyDown | KeyCode (Enum) | boolean |
| IsMouseButtonPressed | MouseButton (Enum) | boolean |
| IsNavigationGamepad | GamepadNum (Enum) | boolean |
| RecenterUserHeadCFrame | - | (Action) |
| SetNavigationGamepad | GamepadNum (Enum) | ... |
V1.5: Remote Functions, Remote Events, Enums... and more!
Issues
Issues fixed:
Remote events & Remote functions
| Node | Type | Description |
|---|---|---|
| FireServer | Action | Triggers a RemoteEvent to the Server from a Client. |
| FireClient | Action | Triggers a RemoteEvent to a specific Client from the Server. |
| FireAllClients | Action | Triggers a RemoteEvent to all Clients from the Server. |
| OnServerEvent | Event | Receives a RemoteEvent on the Server. |
| OnClientEvent | Event | Receives a RemoteEvent on a Client. |
| InvokeServer | Action | Calls a RemoteFunction on the Server and waits for a response. |
| InvokeClient | Action | Calls a RemoteFunction on a Client and waits for a response. |
| OnServerInvoke | Event | Handles the call to a RemoteFunction on the Server. |
| OnClientInvoke | Event | Handles the call to a RemoteFunction on a Client. |
| Remote Return | Action | Returns a value for a RemoteFunction (Simple, a single value). |
Instances conversion
| Node | Input | Main Outputs |
|---|---|---|
| Instance To BasePart | Instance | Anchored, CFrame, Position, Color, Material, Size, Transparency, etc. |
| Instance To Part | Instance | All BasePart properties + Shape. |
| Instance To Model | Instance | PrimaryPart, Scale, WorldPivot, LevelOfDetail, StreamingMode. |
| Instance To Folder | Instance | Name, Parent, Archivable, UniqueId. |
| Instance To MeshPart | Instance | All BasePart properties + MeshId, TextureID, DoubleSided. |
| Instance To Humanoid | Instance | Health, WalkSpeed, JumpPower, HipHeight, MoveDirection, Sit, PlatformStand, etc. |
| Instance To Sound | Instance | Volume, Playing, IsPlaying, TimePosition, TimeLength, RollOffMode, etc. |
| Instance To Camera | Instance | CFrame, FieldOfView, CameraType, CameraSubject, ViewportSize, etc. |
| Instance To Player | Instance | AccountAge, Character, DisplayName, UserId, Team, RespawnLocation, CameraMode, etc. |
| Instance To Tool | Instance | Name, Parent, Enabled, ToolTip, TextureId, Grip, CanBeDropped, RequiresHandle, etc. |
Ray
Enums
Enums
| Node | Input | Output |
|---|---|---|
| Enum CameraType | Selection | Enum.CameraType (Fixed, Follow, Scriptable, Orbital, etc.) |
| Enum CameraMode | Selection | Enum.CameraMode (Classic, LockFirstPerson) |
| Enum ChatRestrictionStatus | Selection | Enum.ChatRestrictionStatus (Unknown, NotRestricted, Restricted) |
| Enum DevCameraOcclusionMode | Selection | Enum.DevCameraOcclusionMode (Zoom, Invisicam) |
| Enum DevComputerCameraMovementMode | Selection | Enum.DevComputerCameraMovementMode (UserChoice, Classic, Follow, Orbital, CameraToggle) |
| Enum DevComputerMovementMode | Selection | Enum.DevComputerMovementMode (UserChoice, KeyboardMouse, ClickToMove, Scriptable) |
| Enum DevTouchCameraMovementMode | Selection | Enum.DevTouchCameraMovementMode (UserChoice, Classic, Follow, Orbital) |
| Enum DevTouchMovementMode | Selection | Enum.DevTouchMovementMode (UserChoice, Thumbstick, DPad, Thumbpad, ClickToMove, Scriptable, DynamicThumbstick) |
| Enum PredictionMode | Selection | Automatic, On, Off |
Players Service
| Node | Input | Outputs | Description |
|---|---|---|---|
| Get LocalPlayer | - | Player | Returns the LocalPlayer object (Client-side). |
| Get Player From Character | Model | Player | Finds the player associated with a character model. |
| Get Name From UserIdAsync | UserId | Name | Fetches the username from a Roblox ID. |
| Get UserId FromNameAsync | Name | UserId | Fetches the Roblox ID from a username. |
| Get LocalPlayer | - | Player | Returns the LocalPlayer object (Client-side). |
| Get Player From Character | Model | Player | Finds the player associated with a character model. |
| Get Name From UserIdAsync | UserId | Name | Fetches the username from a Roblox ID. |
| Get UserId FromNameAsync | Name | UserId | Fetches the Roblox ID from a username. |
Events
| Node | Input | Outputs | Description |
|---|---|---|---|
| Player Added | - | Exec, Player | Triggers whenever a new player joins the server. |
| Player Removing | - | Exec, Player | Triggers whenever a player is about to leave. |
| CharacterAdded | - | Exec, Player, Character | Fires when any player's character spawns or is added. |
| CharacterAppearanceLoaded | - | Exec, Player, Character | Fires when a player's character appearance (clothing, accessories) is fully loaded. |
| CharacterRemoving | - | Exec, Player, Character | Fires just before a player's character is removed or destroyed. |
| Chatted | - | Exec, Player, Message, Recipient | Fires when any player sends a message in the chat. |
| Idled | - | Exec, Player, Time | Fires when a player becomes idle (AFK) for a certain amount of time. |
| OnTeleport | - | Exec, Player, TeleportState, PlaceId, SpawnName | Fires when a player is about to teleport to a different place or instance. |
| Tool Activated | Tool | Exec | Fires when the tool is activated (clicked while equipped). |
| Tool Deactivated | Tool | Exec | Fires when the tool is deactivated (mouse button released). |
| Tool Equipped | Tool | Exec, Mouse | Fires when the player equips the tool from their backpack. |
| Tool Unequipped | Tool | Exec | Fires when the player unequips the tool. |
Tools
Other
| Node | Input | Output | Summary |
|---|---|---|---|
| Warn | Exec, Value | Exec | Prints a warning message (orange) to the output console. |
| Error | Exec, Value | Exec | Throws an error (red) and stops the script execution. |
| ToString | Value | String | Converts any value into a string. |
| ToNumber | Value | Number | Attempts to convert a string into a number. Returns nil if conversion fails. |
| Get Property | Object, Property | Value | Gets a property value from an object using a string name. |
| Set Property | Exec, Object, Property, Value | Exec | Sets a property value on an object using a string name. |
V1.4: Table, task, os, and more!
Table
table library nodes added, source: https://create.roblox.com/docs/fr-fr/reference/engine/libraries/table
1 table.insert(table, value, [pos])
Inserts the value into the table at the specified position (or at the end if no position is given).
2 table.remove(table, [pos])
Removes the element at the specified position (or the last element if no position is given) and returns it.
3 table.clear(table)
Removes all elements from the table while keeping its allocated capacity for future reuse.
4 table.clone(table)
Returns a shallow copy of the table.
5 table.concat(table, [separator], [start], [end])
Returns a string consisting of the table elements from index 'start' to 'end', separated by 'separator'.
6 table.find(table, value, [init])
Searches for the first occurrence of the value in the table and returns its index, or nil if not found.
7 table.freeze(table)
Makes the table read-only. Any attempt to modify it will result in an error.
8 table.isfrozen(table)
Returns true if the table has been frozen using table.freeze.
9 table.sort(table)
Sorts the elements of the table in ascending order.
10 table.unpack(table, [start], [end])
Returns the elements from the given table as multiple individual return values.
11 table.move(src, a, b, t, [dst])
Copies elements from index 'a' to 'b' in the source table 'src' to index 't' in the destination table 'dst'.
Task
task library nodes added, source: https://create.roblox.com/docs/fr-fr/reference/engine/libraries/task#delay
1 task.wait(duration)
Yields the current thread until the given duration has passed. Returns the actual time elapsed.
2 task.spawn(function)
Calls/resumes a function or thread immediately using the engine's scheduler. In Blueprint, this starts a new asynchronous flow from the 'Async' pin.
3 task.defer(function)
Calls/resumes a function or thread at the end of the current resumption cycle. In Blueprint, this schedules a new flow from the 'Async' pin to run later in the frame.
4 task.delay(duration, function)
Schedules a function or thread to be called/resumed after a certain amount of time. In Blueprint, this schedules a new flow from the 'Async' pin after the delay.
5 task.synchronize()
Suspends the script and resumes it in the next serial execution phase (used for Parallel Luau).
6 task.desynchronize()
Suspends the script and resumes it in the next parallel execution phase (used for Parallel Luau).
7 task.cancel(thread)
Cancels a thread, preventing it from being resumed.
OS
os library nodes added, source: https://create.roblox.com/docs/fr-fr/reference/engine/libraries/os
1 os.clock()
Returns the amount of CPU time used by the current process in seconds. Useful for high-precision benchmarking.
2 os.time([table])
Returns the current time in seconds since the Unix epoch (January 1, 1970). Can also convert a date table to a timestamp.
3 os.difftime(t2, t1)
Returns the number of seconds between two timestamps.
4 os.date(format, [time])
Returns a formatted string or a table containing date and time information.
DateTime
DateTime nodes added, source: https://create.roblox.com/docs/fr-fr/reference/engine/datatypes/DateTime
1 DateTime.now()
Returns a DateTime object representing the current moment in time.
2 DateTime.fromUnixTimestamp(timestamp)
Creates a DateTime object from a Unix timestamp (seconds).
3 DateTime.fromIsoDate(isoString)
Creates a DateTime object from an ISO 8601 date string.
4 DateTime:ToLocalTime()
Returns a table with components (Year, Month, Day, etc.) in local time.
5 DateTime:ToIsoDate()
Returns the DateTime as an ISO 8601 string.
6 DateTime:FormatLocalTime(format, locale)
Formats the DateTime into a localized string using tokens like "LL" or "dddd".
7 DateTime.UnixTimestamp
Property that returns the Unix timestamp (seconds) of the DateTime object.
Enums
New enums: UserInputType, KeyCode, Material, PartType, and more :) !
https://create.roblox.com/docs/fr-fr/reference/engine/enums/KeyCode
https://create.roblox.com/docs/fr-fr/reference/engine/enums/UserInputType
https://create.roblox.com/docs/fr-fr/reference/engine/enums/Material
https://create.roblox.com/docs/fr-fr/reference/engine/enums/PartType
https://create.roblox.com/docs/fr-fr/reference/engine/enums/HumanoidStateType
https://create.roblox.com/docs/fr-fr/reference/engine/enums/EasingDirection
https://create.roblox.com/docs/fr-fr/reference/engine/enums/EasingStyle
Color3
Added nodes from Color3 data:
- fromRGB
- fromHSV
- fromHex
- Method :Lerp()
Vector2
Vector2 nodes added
https://create.roblox.com/docs/fr-fr/reference/engine/datatypes/Vector2
| Node | Inputs | Outputs | Description |
|---|---|---|---|
| Vector2 new | X, Y |
Vector, X, Y, Magnitude, Unit |
Create a new Vector2. |
| Vector2 Lerp | Vector, Target, Alpha |
Result (Vector2) |
Interpolate between two vectors. |
| Vector2 Dot | A, B |
Result (number) |
Dot product of two vectors. |
| Vector2 Cross | A, B |
Result (number) |
Cross product of two vectors. |
| Vector2 Abs | Vector |
Result (Vector2) |
Absolute value of components. |
| Vector2 Ceil | Vector |
Result (Vector2) |
Ceiling of components. |
| Vector2 Floor | Vector |
Result (Vector2) |
Floor of components. |
| Vector2 Sign | Vector |
Result (Vector2) |
Sign of components (-1, 0, 1). |
| Vector2 Angle | Vector, Other, IsSigned |
Result (number) |
Angle between vectors (radians). |
| Vector2 Max | Vector, Other |
Result (Vector2) |
Max value per component. |
| Vector2 Min | Vector, Other |
Result (Vector2) |
Min value per component. |
| Vector2 FuzzyEq | Vector, Other, Epsilon |
Result (boolean) |
Approximate equality check. |
Vector3
https://create.roblox.com/docs/fr-fr/reference/engine/datatypes/Vector3
| Node Name | Inputs | Outputs | Description |
|---|---|---|---|
| Vector3 new | X, Y, Z |
Vector, X, Y, Z, Magnitude, Unit |
Creates a new Vector3 from X, Y, and Z. |
| Vector3 zero | None | Vector |
Returns Vector3.new(0, 0, 0). |
| Vector3 one | None | Vector |
Returns Vector3.new(1, 1, 1). |
| Vector3 xAxis | None | Vector |
Returns Vector3.new(1, 0, 0). |
| Vector3 yAxis | None | Vector |
Returns Vector3.new(0, 1, 0). |
| Vector3 zAxis | None | Vector |
Returns Vector3.new(0, 0, 1). |
| Vector3 Lerp | Vector, Goal, Alpha |
Result (Vector3) |
Linearly interpolates between two vectors. |
| Vector3 Dot | Vector, Other |
Result (number) |
Returns the dot product of two vectors. |
| Vector3 Cross | Vector, Other |
Result (Vector3) |
Returns the cross product of two vectors. |
| Vector3 Abs | Vector |
Result (Vector3) |
Returns a vector with absolute values of components. |
| Vector3 Ceil | Vector |
Result (Vector3) |
Returns a vector with components rounded up. |
| Vector3 Floor | Vector |
Result (Vector3) |
Returns a vector with components rounded down. |
| Vector3 Sign | Vector |
Result (Vector3) |
Returns a vector with signs of components. |
| Vector3 Angle | Vector, Other, Axis |
Result (number) |
Returns the angle between two vectors. |
| Vector3 Max | Vector, Other |
Result (Vector3) |
Returns a vector with highest components. |
| Vector3 Min | Vector, Other |
Result (Vector3) |
Returns a vector with lowest components. |
| Vector3 FuzzyEq | Vector, Other, Epsilon |
Result (boolean) |
Returns true if vectors are approximately equal. |
UDim & UDim2
https://create.roblox.com/docs/fr-fr/reference/engine/datatypes/UDim2
https://create.roblox.com/docs/fr-fr/reference/engine/datatypes/UDim
| Node | Inputs | Outputs | Description |
|---|---|---|---|
| UDim new | Scale, Offset |
UDim, Scale, Offset |
Create a new UDim value. |
| Node | Inputs | Outputs | Description |
|---|---|---|---|
| UDim2 new | xS, xO, yS, yO |
UDim2, X, Y |
Create a new UDim2 value. |
| UDim2 fromScale | xS, yS |
UDim2 |
Create UDim2 from scale only. |
| UDim2 fromOffset | xO, yO |
UDim2 |
Create UDim2 from offset only. |
| UDim2 Lerp | UDim2, Goal, Alpha |
Result |
Interpolate between two UDim2 values. |
<img width="1471" height="333" alt="ima...








