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pages/docs/custom-code/visual-script/nodes/vscript-nodes-blackboard.md

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## Blackboards
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[Blackboards](../../misc/blackboards.md) are shared data storage systems that allow different game objects and components to communicate by reading and writing named values. The blackboard nodes in visual scripts provide access to blackboard entries for reading and modifying shared state.
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[Blackboards](../../../misc/blackboards.md) are shared data storage systems that allow different game objects and components to communicate by reading and writing named values. The blackboard nodes in visual scripts provide access to blackboard entries for reading and modifying shared state.
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## See Also
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pages/docs/custom-code/visual-script/nodes/vscript-nodes-component.md

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## Component
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Component nodes provide access to functionality shared by all [components](../../runtime/world/components.md). These are essential nodes for interacting with the component system and navigating the object hierarchy.
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Component nodes provide access to functionality shared by all [components](../../../runtime/world/components.md). These are essential nodes for interacting with the component system and navigating the object hierarchy.
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Common component operations:
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* `GetOwner`: Returns the component's owner [game object](../../runtime/world/game-objects.md)
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* `GetWorld`: Returns the [world](../../runtime/world/worlds.md) that the component belongs to
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* `GetOwner`: Returns the component's owner [game object](../../../runtime/world/game-objects.md)
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* `GetWorld`: Returns the [world](../../../runtime/world/worlds.md) that the component belongs to
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Additionally, each component type has its own specialized nodes available in the sub-menus, providing access to component-specific functionality. Use these together with [property nodes](vscript-nodes-property.md) to read and modify component state.
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Visual Script Overview](../visual-script-overview.md)
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* [Script Component](../script-component.md)
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* [Components](../../runtime/world/components.md)
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* [Components](../../../runtime/world/components.md)
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* [Game Object Nodes](vscript-nodes-game-object.md)
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* [World Nodes](vscript-nodes-world.md)
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* [Property Nodes](vscript-nodes-property.md)

pages/docs/custom-code/visual-script/nodes/vscript-nodes-cvar.md

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## CVar
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CVar nodes allow you to read and write [console variables (CVars)](../../debugging/cvars.md) from within visual scripts. CVars are configuration values that can be modified at runtime through the console, making them useful for debugging, testing, and exposing tunable parameters.
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CVar nodes allow you to read and write [console variables (CVars)](../../../debugging/cvars.md) from within visual scripts. CVars are configuration values that can be modified at runtime through the console, making them useful for debugging, testing, and exposing tunable parameters.
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Use CVar nodes to:
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Visual Script Overview](../visual-script-overview.md)
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* [Script Component](../script-component.md)
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* [Console Variables](../../debugging/cvars.md)
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* [Console Variables](../../../debugging/cvars.md)

pages/docs/custom-code/visual-script/nodes/vscript-nodes-debug.md

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## Debug
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Debug nodes provide functionality for [debug rendering](../../debugging/debug-rendering.md), allowing you to visualize information directly in the game viewport. These nodes are invaluable for understanding game logic, troubleshooting issues, and verifying that scripts are working as expected.
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Debug nodes provide functionality for [debug rendering](../../../debugging/debug-rendering.md), allowing you to visualize information directly in the game viewport. These nodes are invaluable for understanding game logic, troubleshooting issues, and verifying that scripts are working as expected.
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Common debug rendering operations:
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* **Visualize vectors** - Show directions, normals, and rays
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* **Temporary visuals** - Create visual aids that only appear during development
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Debug rendering is visible in both the editor and game viewports and can be toggled on/off through the [debug rendering system](../../debugging/debug-rendering.md). Use debug nodes liberally during development to visualize raycasts, AI decisions, trigger volumes, or any other abstract concepts that are hard to understand without visual feedback.
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Debug rendering is visible in both the editor and game viewports and can be toggled on/off through the [debug rendering system](../../../debugging/debug-rendering.md). Use debug nodes liberally during development to visualize raycasts, AI decisions, trigger volumes, or any other abstract concepts that are hard to understand without visual feedback.
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Combine debug nodes with [logging nodes](vscript-nodes-log.md) for comprehensive debugging capabilities.
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Visual Script Overview](../visual-script-overview.md)
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* [Script Component](../script-component.md)
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* [Debug Rendering](../../debugging/debug-rendering.md)
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* [Debug Rendering](../../../debugging/debug-rendering.md)
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* [Logging Nodes](vscript-nodes-log.md)

pages/docs/custom-code/visual-script/nodes/vscript-nodes-events.md

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## Event Handlers
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Event handlers are nodes that get executed when a certain [message](../../runtime/world/world-messaging.md) is sent to any of the objects that this script is responsible for. All event handlers are *entry points* into the script and most scripts will only execute as a reaction to an event.
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Event handlers are nodes that get executed when a certain [message](../../../runtime/world/world-messaging.md) is sent to any of the objects that this script is responsible for. All event handlers are *entry points* into the script and most scripts will only execute as a reaction to an event.
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## See Also
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pages/docs/custom-code/visual-script/nodes/vscript-nodes-game-object.md

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## Game Object
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[Game object](../../runtime/world/game-objects.md) nodes provide functionality for working with game objects in the scene hierarchy. These nodes allow you to navigate the object tree, manipulate transforms, and access components.
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[Game object](../../../runtime/world/game-objects.md) nodes provide functionality for working with game objects in the scene hierarchy. These nodes allow you to navigate the object tree, manipulate transforms, and access components.
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Common game object operations:
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Visual Script Overview](../visual-script-overview.md)
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* [Script Component](../script-component.md)
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* [Game Objects](../../runtime/world/game-objects.md)
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* [Game Objects](../../../runtime/world/game-objects.md)
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* [Component Nodes](vscript-nodes-component.md)
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* [Prefab Nodes](vscript-nodes-prefabs.md)
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* [Spatial Nodes](vscript-nodes-spatial.md)

pages/docs/custom-code/visual-script/nodes/vscript-nodes-log.md

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## Log
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Logging nodes output messages to the [engine's log system](../../debugging/logging.md), allowing you to track script execution, debug issues, and monitor runtime behavior. These nodes are essential for understanding what your scripts are doing and troubleshooting problems.
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Logging nodes output messages to the [engine's log system](../../../debugging/logging.md), allowing you to track script execution, debug issues, and monitor runtime behavior. These nodes are essential for understanding what your scripts are doing and troubleshooting problems.
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Logging features:
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Visual Script Overview](../visual-script-overview.md)
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* [Script Component](../script-component.md)
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* [Logging](../../debugging/logging.md)
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* [Logging](../../../debugging/logging.md)
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* [Debug Nodes](vscript-nodes-debug.md)
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* [String Nodes](vscript-nodes-string.md)

pages/docs/custom-code/visual-script/nodes/vscript-nodes-messages.md

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* **Direct to component** - Send a message to a specific component
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* **Broadcast to object** - Deliver to all components on a game object
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* **Recursive broadcast** - Send to an entire sub-tree of objects and components
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* **Event mode** - Deliver *upwards* along the parent chain to the closest handler (see [event messages](../../runtime/world/world-messaging.md#event-messages))
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* **Event mode** - Deliver *upwards* along the parent chain to the closest handler (see [event messages](../../../runtime/world/world-messaging.md#event-messages))
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The `Send Mode` property controls how messages propagate through the hierarchy. When set to *Event*, messages travel upward through parent objects until a component handles them, enabling event bubbling similar to UI event systems.
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Message nodes are essential for decoupled communication. Instead of directly calling functions on other components, you send messages that any component can choose to handle. This keeps scripts flexible and reusable. See the [world messaging documentation](../../runtime/world/world-messaging.md) for a comprehensive guide to the messaging system.
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Message nodes are essential for decoupled communication. Instead of directly calling functions on other components, you send messages that any component can choose to handle. This keeps scripts flexible and reusable. See the [world messaging documentation](../../../runtime/world/world-messaging.md) for a comprehensive guide to the messaging system.
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## See Also
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Script Component](../script-component.md)
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* [World Messaging](../../runtime/world/world-messaging.md)
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* [World Messaging](../../../runtime/world/world-messaging.md)
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* [Event Handler Nodes](vscript-nodes-events.md)
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* [Game Object Nodes](vscript-nodes-game-object.md)

pages/docs/custom-code/visual-script/nodes/vscript-nodes-physics.md

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## Physics
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Physics nodes provide access to the [Jolt physics engine](../../physics/jolt/jolt-overview.md) from within visual scripts. These nodes allow you to perform physics queries, apply forces, and interact with physics actors and shapes.
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Physics nodes provide access to the [Jolt physics engine](../../../physics/jolt/jolt-overview.md) from within visual scripts. These nodes allow you to perform physics queries, apply forces, and interact with physics actors and shapes.
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Common physics operations include:
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These nodes are essential for gameplay mechanics that involve physics interactions, such as shooting, throwing objects, detecting ground contact, or implementing custom physics-based behaviors. Use them in combination with [dynamic actors](../../physics/jolt/actors/jolt-dynamic-actor-component.md), [triggers](../../physics/jolt/actors/jolt-trigger-component.md), and [collision shapes](../../physics/jolt/collision-shapes/jolt-shapes.md).
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These nodes are essential for gameplay mechanics that involve physics interactions, such as shooting, throwing objects, detecting ground contact, or implementing custom physics-based behaviors. Use them in combination with [dynamic actors](../../../physics/jolt/actors/jolt-dynamic-actor-component.md), [triggers](../../../physics/jolt/actors/jolt-trigger-component.md), and [collision shapes](../../../physics/jolt/collision-shapes/jolt-shapes.md).
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Jolt Physics Overview](../../physics/jolt/jolt-overview.md)
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* [Jolt Actors](../../physics/jolt/actors/jolt-actors.md)
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* [Jolt Physics Overview](../../../physics/jolt/jolt-overview.md)
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* [Jolt Actors](../../../physics/jolt/actors/jolt-actors.md)

pages/docs/custom-code/visual-script/nodes/vscript-nodes-prefabs.md

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## Prefabs
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[Prefabs](../../prefabs/prefabs-overview.md) are reusable templates for game objects. Prefab nodes provide functionality to dynamically instantiate prefabs at runtime from within visual scripts.
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[Prefabs](../../../prefabs/prefabs-overview.md) are reusable templates for game objects. Prefab nodes provide functionality to dynamically instantiate prefabs at runtime from within visual scripts.
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Common use cases include spawning enemies when a player enters an area, creating projectiles when a weapon fires, or instantiating effects like explosions and particles. Combine prefab spawning with [game object nodes](vscript-nodes-game-object.md) to further manipulate the spawned instances.
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* [Visual Script Class Asset](../visual-script-class-asset.md)
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* [Prefabs Overview](../../prefabs/prefabs-overview.md)
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* [Prefabs Overview](../../../prefabs/prefabs-overview.md)
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* [Game Object Nodes](vscript-nodes-game-object.md)

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