Blueprint Guide
The implemented Blueprint-callable surface in the current plugin is UForbocAIBlueprintLibrary. These functions are thin wrappers over SDKOps::*.
Available Blueprint Calls
System and config
CheckApiStatus() -> FStringConfigSet(Key, Value)ConfigGet(Key) -> FString
NPC
CreateNpc(Persona) -> FStringProcessNpc(NpcId, Text) -> FStringHasActiveNpc() -> bool
Memory
MemoryStore(NpcId, Observation)MemoryClear(NpcId)
Ghost
GhostRun(TestSuite, Duration) -> FStringGhostStop(SessionId) -> FString
Soul
ExportSoul(NpcId) -> FStringImportSoul(TxId) -> FStringVerifySoul(TxId) -> bool
Bridge
ValidateBridgeAction(ActionJson) -> bool
Minimal Blueprint Workflow
- Call
ConfigSet("apiUrl", "https://api.forboc.ai") - Call
ConfigSet("apiKey", "<your key>") - Call
CreateNpc(Persona)and keep the returned NPC id - Call
ProcessNpc(NpcId, Input)to get dialogue text - Optionally call
ExportSoul(NpcId)orVerifySoul(TxId)
Important Limitation
The Blueprint library is intentionally small. It does not expose the full store/thunk runtime, and it does not currently give you explicit Blueprint control over local cortex or node-memory initialization.
If you need:
- direct slice access
- custom store instances
- local cortex initialization
- local node-memory initialization
- direct async thunk composition
use C++ with createSDKStore() and the rtk::*Thunk APIs instead.
C++ Equivalent
The Blueprint wrappers call the same synchronous helpers you can use in C++:
