Blueprint Catalog¶
Every Blueprint-visible node exposed by the Tryll Unreal plugin, grouped by category. Use this page to find which Blueprint function or event to place; use the Unreal C++ API Reference and the feature reference pages for parameter-level detail.
All nodes live under two UObjects:
UTryllSubsystem— aUGameInstanceSubsystem. Access from any Blueprint with theGet Tryll Subsystemnode (GameplayStatics → GetGameInstance → GetSubsystem<TryllSubsystem>).UTryllAgentComponent— anUActorComponent. Add one to any actor; whenbAutoCreateOnConnectistrue(the default), it auto-creates its agent the first time the subsystem reportsConnected.
Categories use the pipe convention (Tryll|Connection,
Tryll|Models, …) so everything appears grouped under a single
Tryll folder in the Blueprint context menu.
Connection — Tryll|Connection¶
On UTryllSubsystem.
| Node | Kind | Inputs | Outputs | Notes |
|---|---|---|---|---|
| Connect | Callable | — | — | Starts the background connect. Fires OnConnectionChanged(true) when ready. Uses the host/port from project settings; see Run the Tryll Server. |
| Disconnect | Callable | — | — | Closes the socket. Fires OnConnectionChanged(false) once torn down. |
| Is Connected | Pure | — | bool |
True while the background state is Connected. |
| Get Session Id | Pure | — | int64 |
Server-assigned session id; 0 when disconnected. |
Session — Tryll|Session¶
On UTryllSubsystem.
| Node | Kind | Inputs | Outputs | Notes |
|---|---|---|---|---|
| Configure Session | Callable | Engine (ETryllInferenceEngine) |
— | Sends ConfigureSessionRequest. Fires OnConfigureSessionComplete(bSuccess). Only valid once, immediately after OnConnectionChanged(true). See Agent Parameters and Server Configuration. |
Models — Tryll|Models¶
On UTryllSubsystem.
| Node | Kind | Inputs | Outputs | Notes |
|---|---|---|---|---|
| Request Download Model | Callable | Model Name (FString) |
— | Kicks off a download. Progress arrives via OnDownloadProgress; completion via OnDownloadComplete. |
| Request Load Model | Callable | Model Name (FString) |
— | Loads a locally-available model into the active inference engine. Fires OnLoadModelComplete(ModelName, bSuccess). |
| Request Unload Model | Callable | Model Name (FString) |
— | Unloads a loaded model. Fires OnUnloadModelComplete(ModelName, bSuccess). |
Model listing is request/response driven — call the C++
UTryllSubsystem::ListModels (exposed as a blueprint-friendly
callback shape) or bind OnListModelsComplete. See
Model Management for lifecycle rules.
Agent — Tryll|Agent¶
On UTryllAgentComponent.
| Node | Kind | Inputs | Outputs | Notes |
|---|---|---|---|---|
| Create Agent | Callable | — | — | Creates a server-side agent using the component's configured graph / model / knowledge presentation. Fires OnAgentReady. Normally called automatically when the subsystem connects. |
| Destroy Agent | Callable | — | — | Destroys the server-side agent. Fires the subsystem's OnAgentDestroyed(AgentId). |
| Send Message | Callable | Message (FString) |
— | Sends a user turn. Streams back via OnAnswerText; ends with OnTurnComplete. See Stream Answers to UI. |
| Is Agent Ready | Pure | — | bool |
True after OnAgentReady has fired. |
| Get Agent Id | Pure | — | int64 |
Server-assigned agent id; 0 before ready. |
Events — Tryll|Events (on UTryllAgentComponent)¶
Bind these on each agent component instance. All are
BlueprintAssignable, so Bind Event to … nodes work directly.
| Event | Payload | Fires when |
|---|---|---|
| On Agent Ready | — | Server confirms agent creation. |
| On Answer Text | Text (FString), bIsFinal (bool) |
Streaming token chunk. bIsFinal is true on the last chunk before OnTurnComplete. |
| On Answer Full | FullText (FString) |
After OnTurnComplete, with the full accumulated response. |
| On Turn Complete | Status (ETryllTurnStatus) |
Turn ended. Status distinguishes normal completion from errors. |
| On Error | ErrorMessage (FString) |
Any agent-level error (send failure, server error response). |
Events — Tryll|Events (on UTryllSubsystem)¶
Bind these once per connection, typically in Event BeginPlay.
| Event | Payload | Fires when |
|---|---|---|
| On Connection Changed | bConnected (bool) |
Transport state flipped. true means the session is ready to configure. |
| On Error | ErrorMessage (FString) |
Subsystem-level error (transport, protocol, model). |
| On Agent Destroyed | AgentId (int64) |
A server-side agent was destroyed (by DestroyAgent or session tear-down). |
| On Configure Session Complete | bSuccess (bool) |
Response to ConfigureSession. |
| On List Models Complete | Models (TArray<FTryllModelInfo>), bSuccess (bool) |
Response to ListModels. |
| On Download Progress | ModelName (FString), Percent (float) |
Periodic download update (0.0–1.0). |
| On Download Complete | ModelName (FString), bSuccess (bool) |
Download finished or failed. |
| On Load Model Complete | ModelName (FString), bSuccess (bool) |
Response to RequestLoadModel. |
| On Unload Model Complete | ModelName (FString), bSuccess (bool) |
Response to RequestUnloadModel. |
| On Tool Call | AgentId (int64), ToolName (FString), ArgumentsJson (FString) |
A ToolCall node with notify_client=true detected a call. See Define and Handle Tool Calls. |
| On Create String Storage Complete | Name (FString), bSuccess (bool) |
Response to CreateStringStorage. |
| On Destroy String Storage Complete | Name (FString), bSuccess (bool) |
Response to DestroyStringStorage. |
| On Create Embedded String Storage Complete | Name (FString), RecordCount (int32), bSuccess (bool) |
Response to CreateEmbeddedStringStorage. |
| On Destroy Embedded String Storage Complete | Name (FString), bSuccess (bool) |
Response to DestroyEmbeddedStringStorage. |
Assets and structs (editable in Details panel)¶
These are Blueprint-visible types, not callable nodes. You configure
them on the UTryllAgentComponent's Details panel or inside a
UTryllWorkflowAsset.
| Type | Kind | Purpose |
|---|---|---|
UTryllWorkflowAsset |
UDataAsset |
Content-Browser asset wrapping an FTryllGraphDescription. Assign one to the component to avoid authoring the graph in C++. |
FTryllGraphDescription |
USTRUCT(BlueprintType) |
The full graph: nodes, routes, start id. |
FTryllModelInfo |
USTRUCT(BlueprintType) |
Row returned by ListModels; fields mirror Model Management. |
FTryllError |
USTRUCT(BlueprintType) |
Error envelope used in some event payloads. Code matches ETryllErrorCode. |
ETryllInferenceEngine |
UENUM(BlueprintType) |
Inference backend selector passed to ConfigureSession. |
ETryllNodeType |
UENUM(BlueprintType) |
Node type selector used inside FTryllGraphDescription. |
ETryllTurnStatus |
UENUM(BlueprintType) |
Turn outcome carried by OnTurnComplete. |
ETryllModelStatus |
UENUM(BlueprintType) |
Model lifecycle state returned inside FTryllModelInfo. |
ETryllErrorCode |
UENUM(BlueprintType) |
Mirrors the server error codes. |
Typical Blueprint flows¶
First inference — bind OnConnectionChanged on the subsystem,
call ConfigureSession on bConnected=true, wait for
OnConfigureSessionComplete, then call CreateAgent on the
component. See First Inference in Unreal.
Streaming a reply — bind OnAnswerText on the agent component,
append Text to your UI widget on each event, show the "done" state
on OnTurnComplete. See Stream Answers to UI.
Handling a tool call — bind OnToolCall on the subsystem, parse
ArgumentsJson, run your game-side logic. See
Define and Handle Tool Calls.
Related¶
- Unreal C++ API Reference — every header and class summarised.
- Agent Parameters
- Workflow Nodes
- Model Management
- Error Codes
- First Inference in Unreal