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Releases: Program132/BlueprintRobloxEditor

V2.4 : UI Animations, new features!

24 May 17:34

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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)
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You can now add comments to your graph (you select more than 1 node, press C and you have it):
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V2.3 : Design updated, UI Script type update, and more !

23 May 19:52

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New design to create scripts:
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New design for buttons at the top of the screen:
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New BRE SCRIPT TYPE !!!
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New button to reset the view (it brings back you to the first node of the current script):
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New button to import elements from other BRE scripts :) !
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V2.2 : New BRE script type, added some simple nodes

22 May 14:50

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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
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V2.1: New BRE Script type, For in pairs, and more!

21 May 07:38

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You can now manage tools easily! I have also added two new control nodes: "For In Pairs" & "For In Ipairs".

There was a little bug with connections where they would sometimes remain "orange" even when they weren't hovered.

Example

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V2.0: ReflectionService as a new "backend" system, new UI

16 May 21:03

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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).

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V1.8: UI, Animations and more!

15 May 18:08

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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!

07 May 23:06

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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...
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V1.6

04 May 09:58

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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.
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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).
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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) ...
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V1.5: Remote Functions, Remote Events, Enums... and more!

29 Apr 12:19

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Issues

Issues fixed:

  • #7 Function: Whitespaces inside the body
  • #8 Variables: "Global" to local

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).
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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.
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Ray

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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.
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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!

27 Apr 07:14

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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'.

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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.

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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.

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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.

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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

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Color3

Added nodes from Color3 data:

  • fromRGB
  • fromHSV
  • fromHex
  • Method :Lerp()
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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.
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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.
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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.

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